I am trying to make a game where a ball will be ricocheting off several different colliders on screen. Based on what I researched I got some code that seemed to make sense at first but does not seem to work at all. I am testing it out just by having the ball fall down onto a 2D floor with a box collider attached to it. However once it collides with the floor it just stops there and doesn't bounce back up. I tried disabling "Queries Start in Colliders" in the project settings and offsetting the origin position of the RaycastHit2D so that it would not detect the collider its attached to but that still didn't work. I don't think the RaycastHit2D is working at all because it doesn't even display anything in the console. Here is my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyBehavior : MonoBehaviour {
Rigidbody2D rigidbody;
public Vector2 startPos;
public float speed;
public float hitOffset;
Vector3 vector = new Vector3(0, 5,0); //used to offset origin point of RaycastHit2D hit
private void OnEnable()
{
rigidbody = GetComponent<Rigidbody2D>();
this.transform.position = startPos;
}
private void Update()
{
transform.Translate(Vector2.down * speed * Time.deltaTime);
RaycastHit2D hit = Physics2D.Raycast(transform.position + vector, - transform.up, speed * Time.deltaTime + hitOffset);
Debug.DrawRay(transform.position, -transform.up, Color.red);
Ray2D ray = new Ray2D(transform.position, -transform.up);
if (hit)
{
Debug.Log(speed * Time.deltaTime + hitOffset);
Debug.Log(hit.collider.name);
Vector2 reflectDir = Vector2.Reflect(ray.direction,hit.normal);
float rotation = Mathf.Atan2(reflectDir.y, reflectDir.x) * Mathf.Rad2Deg;
transform.eulerAngles = new Vector3(0, 0, rotation);
}
}
}
Is my math bad? Any help is very appreciated, thanks.
Related
I am not sure why but I am starting a new project in which a player moves with WASD and points towards the mouse pointer. This is all the code I have so far as It is only early into development but any help would be nice. Here is a little pic of what I currently have on my player...
ANY HELP WILL BE AMAZING!
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public float moveSpeed = 5f;
public Rigidbody2D rb;
Vector2 movement;
// Update is called once per frame
void Update()
{
movement.x = Input.GetAxisRaw("Horizontal");
movement.y = Input.GetAxisRaw("Vertical");
Vector3 mousePosition = Input.mousePosition;
mousePosition = Camera.main.ScreenToWorldPoint(mousePosition);
Vector2 direction = new Vector2(
mousePosition.x - transform.position.x,
mousePosition.y - transform.position.y
);
transform.up = direction;
}
private void FixedUpdate()
{
rb.MovePosition(rb.position + movement * moveSpeed * Time.fixedDeltaTime);
}
}
Set the gravity scale to 0 or set Rigidbody2D body type to Kinematic.
Kinematic rigidbodies can only be moved via script and are not participated in regular physics unlike dynamic rigidbody. So if you don't want some 'automatic' behaviors always use kinematic body type, otherwise if only problem is automatic 'moving down' issue then set gravity scale to 0 and that's all.
I think both will work in your case. And also here is some further info
So I have been stuck on player movement for 15 hours total. My player jitters while it moves. I notice that the jitters aren't bad if:
A) I put CamPos code in the same lateUpdate() Function as PlayerMovement code
B) If I lower the fixed timestep under Time in project settings (makes jitter less notable)
I want to make it so that my player doesn't jitter using the right methods. My player has isKinematic off because it causes him to go through walls. I move using rigidbody movePosition because I don't know how to use rb.velocity to make the player move in the same direction as the camera.
I am using a camera for the third person and using rigidbody for movement.
Here's my current code on the player PlayerMovement:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float speed;
public Rigidbody rb;
public Transform camPos;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody>();
camPos = Camera.main.transform;
}
private void FixedUpdate()
{
if (Input.GetKey("w"))
rb.MovePosition(transform.position + (camPos.forward * speed));
if (Input.GetKey("s"))
rb.MovePosition(transform.position + (-camPos.forward * speed));
if (Input.GetKey("d"))
rb.MovePosition(transform.position + (camPos.right * speed));
if (Input.GetKey("a"))
rb.MovePosition(transform.position + (-camPos.right * speed));
}
}
Here's my current code on the camera CamPos:
//Hakeem Thomas
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CamPos : MonoBehaviour
{
public Transform target;
public float smoothTime = 0.5F;
private Vector3 velocity = Vector3.zero;
public GameObject player;
private float mouseX, mouseY;
public int mouseX_Speed, mouseY_Speed;
//mouseSensitivity
public int turnSpeed;
void getMouseXY()
{
mouseX += Input.GetAxis("Mouse X") * smoothTime;
mouseY -= Input.GetAxis("Mouse Y") * smoothTime;
}
void LateUpdate()
{
getMouseXY();
// Define a target position above and behind the target transform
Vector3 targetPosition = target.TransformPoint(new Vector3(0, 1.5f, -2.5f));
// Smoothly move the camera towards that target position
transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, smoothTime);
transform.LookAt(target);
target.rotation = Quaternion.Euler((mouseY * mouseY_Speed), (mouseX * mouseX_Speed), 0);
player.transform.rotation = Quaternion.Euler(0, (mouseX * turnSpeed), 0);
}
}
I also tried using Vector3's and input Axis to move, but it makes the player move in an awkward way(Controls tied to one direction). I also tried using cinemachine and turned off all my scripts on my camera to make sure the camera wasn't jittering.
Rigidbody is the physic representation of your gameobject. The thing is you doesn't use the velocity / movement of the gameobject using dirrectly the rb.MovePosition().
But it is fine ! according to the documentation you have to enable the rigidbody "interpolation" to create a smooth transition between frames.
Hope i helped you and it will works for you !
Edit
dont forget to multiply your vector by Time.fixedDeltaTime inside FixedUpdate()
I am creating a simple game where you are locked in the center of the screen and must shoot things as they move toward you. The problem I am currently facing is that I can not launch a bullet in the direction of my mouse cursor. Currently, my code looks like this
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bullet : MonoBehaviour {
PlayerScript playerScript;
public float xVel;
public float yVel;
public float direction;
private void Awake()
{
playerScript = FindObjectOfType<PlayerScript>();
//playerScript.AngleDeg is the direction the player is facing (based on mouse cursor)
transform.rotation = Quaternion.Euler(0, 0, playerScript.AngleDeg);
direction = transform.rotation.z;
//from the unit circle (x = cos(theta), y = sin(theta)
xVel = Mathf.Cos(direction * Mathf.PI);
yVel = Mathf.Sin(direction * Mathf.PI);
}
void Update () {
transform.position += new Vector3(xVel,yVel,0);
}
}
currently, when I run the code, the bullet shoots at an angle which is at the direction that is correct when the player is orientated sideways, but when orientated vertically is a full 45 degrees off.
Attach this as a component to your instantiated bullet object and it should work.
Transform playerTransform;
float bulletSpeed;
Vector3 directionToShoot
void Start()
{
playerTransform = FindObjectOfType<PlayerScript>().gameObject.transform;
bulletSpeed = 3f;
//Direction for shooting
directionToShoot = playerTransform.forward - Camera.main.ScreenToWorldPoint(Input.mousePosition);
}
void Update()
{
//shoot
transform.Translate(directionToShoot * bulletSpeed * Time.deltaTime);
}
I need to rotate the camera around my player gameobject while holding the left mouse button. How would I approach this?
Also, I've read a bit on Vector 3, but I don't have a full understanding of it. Anybody who could explain it would be greatly appreciated.
I've looked at youtube videos and this one is exactly the concept I was looking for. I was just having trouble applying it to my code.
I'm on a bit of a time crunch, exams are nearing and my teacher hasn't explained most things that are explained in the video.
// This is my code inside the camera which follows the ball/player
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ScriptBallCam : MonoBehaviour
{
public GameObject player;
private Vector3 offset;
void Start()
{
offset = transform.position - player.transform.position;
}
void LateUpdate()
{
transform.position = player.transform.position + offset;
}
//End of code inside camera
//Code inside of player/ball
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ScriptBall : MonoBehaviour
{
public float speed;
private Rigidbody rb;
void Start()
{
rb = GetComponent<Rigidbody>();
}
void FixedUpdate()
{
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
rb.AddForce(movement * speed);
}
// end code
Results I'm expecting are exactly shown at 1:22 in
https://www.youtube.com/watch?v=xcn7hz7J7sI
Try this. The script goes on your camera.
Basically this script works by first getting the direction your mouse has moved in. In this case the X axis Mouse X (left/right direction). Then we take our rotation speed turnSpeed, and use it to rotate around the player by that amount of degrees using Quaternion.AngleAxis. Finally we make sure that the camera is always looking at the player by using transform.LookAt
using UnityEngine;
using System.Collections;
public class OrbitPlayer : MonoBehaviour {
public float turnSpeed = 5.0f;
public GameObject player;
private Transform playerTransform;
private Vector3 offset;
private float yOffset = 10.0f;
private float zOffset = 10.0f;
void Start () {
playerTransform = player.transform;
offset = new Vector3(playerTransform.position.x, playerTransform.position.y + yOffset, playerTransform.position.z + zOffset);
}
void FixedUpdate()
{
offset = Quaternion.AngleAxis (Input.GetAxis("Mouse X") * turnSpeed, Vector3.up) * offset;
transform.position = playerTransform.position + offset;
transform.LookAt(playerTransform.position);
}
}
There is a lot of information on this topic over here:
https://answers.unity.com/questions/600577/camera-rotation-around-player-while-following.html
I am currently making a 2D top down survival game. I have coded the player controller and it works good other than one issue that bugs the crap out of me! My character doesn't stop moving (or decelerates very slowly) whenever I stop pressing the movement keys. How can I make it so that it stops immediately, if not nearly immediately? Any tips help thanks!
Here is the code i'm using!
using UnityEngine;
using System.Collections;
public class CharacterMovement : MonoBehaviour{
public float speed;
private Rigidbody2D rb2d;
void Start ()
{
rb2d = GetComponent<Rigidbody2D> ();
}
void FixedUpdate()
{
float moveHorizontal = Input.GetAxisRaw ("Horizontal");
float moveVertical = Input.GetAxisRaw ("Vertical");
Vector2 movement = new Vector2 (moveHorizontal, moveVertical);
rb2d.AddForce (movement * speed);
}
}
I have figured out a way to increase the Deceleration. I scrapped my code and changed the mechanics so that the Character follows the mouse and moves forward with the "W" key or the up arrow. This smoothed the directional changes and made gameplay more enjoyable, as for the deceleration, I solved the problem by making the Linear Drag in the rigidbody2D inspector more than one and increasing the speed to make up for velocity loss.
Here is my code for future answer seekers!
using UnityEngine;
using System.Collections;
public class CharacterMovement : MonoBehaviour{
public float speed;
private Rigidbody2D rbtd;
void Start ()
{
rbtd = GetComponent<Rigidbody2D> ();
}
void FixedUpdate()
{
var mousePosition = Camera.main.ScreenToWorldPoint (Input.mousePosition);
Quaternion rot = Quaternion.LookRotation(transform.position - mousePosition,
Vector3.forward);
transform.rotation = rot;
transform.eulerAngles = new Vector3 (0, 0, transform.eulerAngles.z);
rbtd.angularVelocity = 0;
float input = Input.GetAxis ("Vertical");
rbtd.AddForce (gameObject.transform.up * speed * input);
}
}