I stumbled across a problem while working with the book "Unity in Action". At the end of chapter 3 you'd end up with the basics for a simple fps game. It's basically a player (camera attached to it) in a simple and small level which only exists out of a number of cubes forming walls and the floor etc. These cubes all have box collider on them. Now the player is also able to shoot at moving enemies which are also able to shoot. This was done by Raycast/RaycastHit. All this worked perfectly so I wanted to add something that reassembles bullet holes, simply by instantiating a black sphere object on the wall where the fireball (this is the object the enemy and the player shoot) hits it. This works BUT sometimes the fireball object just goes through the wall. In case there is another wall behind it, the fireball object gets destroyed by this second wall and the desired sphere is created on the second wall instead of on the first wall.
I changed the speed in the fireball from 20 to 10 and then back to 20 and at a speed of 10, the success rate is around 19/20, while at a speed of 20 it's around 6/10.
Here is the code of the fireball which is supposed to check whether it hits the player (then health is deducted, that works fine) or hits the enemy (then the enemy falls over, also works fine) or hits the wall in which case the sphere should be created.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Fireball : MonoBehaviour {
public float speed = 10.0f;
public int damage = 1;
[SerializeField] private GameObject wallHit;
private GameObject _wallHit;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
transform.Translate(0,0, speed * Time.deltaTime);
}
void OnTriggerEnter(Collider other){
RaycastHit hit;
PlayerCharacter player = other.GetComponent<PlayerCharacter>();
ReactiveTarget target = other.GetComponent<ReactiveTarget>();
WallBehavior wall = other.GetComponent<WallBehavior>();
if(player != null){
player.Hurt(damage);
}
if(target != null){
target.ReactToHit();
}
if(wall != null){
if(Physics.Raycast(transform.position, transform.forward, out hit)){
wall.WallWasHit(hit);
}
}
Destroy(this.gameObject);
}
}
As you can see one thing I tried was to give each wall a WallBehavior script, which looks like this:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WallBehavior : MonoBehaviour {
[SerializeField] private GameObject wallHit;
private GameObject _wallHit;
static int count = 0;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
public void WallWasHit(RaycastHit hit){
count++;
Debug.Log("Wall was hit: " + count);
_wallHit = Instantiate(wallHit) as GameObject;
_wallHit.transform.position = hit.point;
}
}
But none of my attempts to understand why this happens so infrequently was successful so far and I hope someone can help me with this because I feel like might be crucial for my learning before I continue with the book! Thanks in advance. if further information are needed, I am happy to provide them. See the following picture for a better visualization of the issue.
EDIT:
As mentioned in the answers, I replaced the fireball script accordingly but I am not sure how to change the following script likewise. This script is on my camera which is on my player object. In the Update function the Fireball is instantiated and also given a movement, so I guess this causes the problems?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RayShooter : MonoBehaviour {
private Camera _camera;
[SerializeField] private GameObject fireballPrefab;
private GameObject _fireball;
void Start () {
_camera = GetComponent<Camera>();
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
void OnGUI(){
int size = 12;
float posX = _camera.pixelWidth/2 - size/4;
float posY = _camera.pixelHeight/2 - size/2;
GUI.Label(new Rect(posX, posY, size, size), "X");
}
// Update is called once per frame
void Update () {
if(Input.GetMouseButtonDown(0)){
Vector3 point = new Vector3(_camera.pixelWidth/2, _camera.pixelHeight/2, 0);
_fireball = Instantiate(fireballPrefab) as GameObject;
_fireball.transform.position = transform.TransformPoint(Vector3.forward * 1.5f);
_fireball.transform.rotation = transform.rotation;
Ray ray2 = _camera.ScreenPointToRay(point);
RaycastHit hit;
if(Physics.Raycast(ray2, out hit)){
GameObject hitObject = hit.transform.gameObject;
ReactiveTarget target = hitObject.GetComponent<ReactiveTarget>();
if(target !=null){
target.ReactToHit();
}
}
}
}
}
This is not how to move a Rigidbody Object and moving it like this could cause so many issues including the one mentioned in your question. Objects with Rigidbody should be moved with the Rigidbody component and with the functions like Rigidbody.MovePosition, Rigidbody.AddForce and Rigidbody.velocity not by the transform or transform.Translate.
Also, you should move the Rigidbody Object in the FixedUpdate function instead of the Update function. If you are moving your other Rigidbody Objects by their transform then you must fix them too. The example below replaces transform.Translate with Rigidbody.MovePosition in the Fireball script:
public float speed = 10.0f;
public int damage = 1;
[SerializeField]
private GameObject wallHit;
private GameObject _wallHit;
public Rigidbody rb;
// Use this for initialization
void Start()
{
rb = GetComponent<Rigidbody>();
}
// Update is called once per frame
void FixedUpdate()
{
//Move to towards Z-axis
Vector3 pos = new Vector3(0, 0, 1);
pos = pos.normalized * speed * Time.deltaTime;
rb.MovePosition(rb.transform.position + pos);
}
void OnTriggerEnter(Collider other)
{
RaycastHit hit;
PlayerCharacter player = other.GetComponent<PlayerCharacter>();
ReactiveTarget target = other.GetComponent<ReactiveTarget>();
WallBehavior wall = other.GetComponent<WallBehavior>();
if (player != null)
{
player.Hurt(damage);
}
if (target != null)
{
target.ReactToHit();
}
if (wall != null)
{
if (Physics.Raycast(transform.position, transform.forward, out hit))
{
wall.WallWasHit(hit);
}
}
Destroy(this.gameObject);
}
If you still run into issues, use Rigidbody.velocity instead:
void FixedUpdate()
{
Vector3 pos = Vector3.zero;
pos.z = speed * Time.deltaTime;
rb.velocity = pos;
}
Sometimes, depending on the size of the object and the speed it is moving by, you many need to set its Rigidbody Interpolate from None to Interpolate and Collision Detection to Continuous.
Don't forget to remove the code in the Update function.
EDIT:
I looked at your project and found new problems:
1.You enabled IsTrigger on your "Fireball" GameObject. Please uncheck the IsTrigger on the collider.
2.You just want to shoot a bullet. The force should be added once only not every FixedUpdate. Add the force in the Start function instead of the FixedUpdate function. Use Rigidbody.velocity instead of Rigidbody.MovePosition.
Remove the FixedUpdate function and the code inside it.
This should be your new Start function:
void Start()
{
rb = GetComponent<Rigidbody>();
Vector3 pos = transform.forward * speed * Time.deltaTime;
rb.velocity = pos;
}
Related
I am making a 2D platforming game in unity. For some reason, the player is getting stuck in the wall. I have used a Tilemap for the wall, then used tilemap Collider 2D with composite collider. The same thing works fine with the ground.
When I go left facing the wall, it behaves as expected:
When I release the left arrow button, it also shows the expected result:
But when I click right arrow next, the player gets stuck inside the wall:
and cannot get out:
Here is my player movement code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class playerScript : MonoBehaviour
{
// Start is called before the first frame update
[SerializeField] private float movement_speed = 2;
[SerializeField] private float jump_power = 5;
[SerializeField] private LayerMask groundLayer;
[SerializeField] private LayerMask wallLayer;
private Rigidbody2D rb_player;
private BoxCollider2D boxCollider;
private Animator anim;
private void Start()
{
}
private void Awake()
{
rb_player = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
boxCollider = GetComponent<BoxCollider2D>();
groundLayer = LayerMask.GetMask("ground");
wallLayer = LayerMask.GetMask("wall");
}
// Update is called once per frame
private void Update()
{
float x = Input.GetAxis("Horizontal");
rb_player.velocity = new Vector2(x * movement_speed, rb_player.velocity.y);
//flip the player
if(x > 0.01f)
{
transform.localScale = new Vector3(1, 1, 1);
}
else if(x < -0.01f)
{
transform.localScale = new Vector3(-1, 1, 1);
}
if(Input.GetKeyDown(KeyCode.Space) && isGrounded())
{
jump();
}
anim.SetBool("run", x != 0);
anim.SetBool("jump", !isGrounded());
print("wall: "+isTouchingWall());
print("ground: "+isGrounded());
}
private void jump()
{
rb_player.velocity = new Vector2(rb_player.velocity.x, jump_power);
anim.SetTrigger("jump_trigger");
}
private void OnCollisionEnter2D(Collision2D collision)
{
// if(collision.gameObject.tag == "ground")
// {
// grounded = true;
// }
}
private bool isGrounded()
{
RaycastHit2D raycastHit = Physics2D.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size, 0, Vector2.down, .2f, groundLayer);
return raycastHit.collider != null;
}
private bool isTouchingWall()
{
RaycastHit2D raycastHit = Physics2D.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size, 0, new Vector2(transform.localScale.x,0), .1f, wallLayer);
return raycastHit.collider != null;
}
}
It would be nice if anyone can help me as I am a complete beginner in game development with unity.
The problem
Your pivot point of your player (where your player script is attached) isn't centered like your collider. Because of this, your box collider is being flipped like a page from a book and it lands inside the wall.
To fix it
Make sure that your player pivot point is the same as the center of your BoxCollider2D. This way, your collider won't "teleport" from right to left and bypass walls.
Other tips
I see some beginner's mistakes in your code, so even if you manage to fix your issue, I highly recommend to follow the next tips:
All physic based code (jump, movement, etc.) should go inside FixedUpdate() method and use Time.deltaTime or Time.fixedDeltaTime to keep the same speed (for movement and jump) among computers.
Use the proper naming conventions, your variables should be camel case, no underscores. Methods (and Classes) should always start with a capital letter in C# (PascalCase).
Hopefully this will help you.
I have a physics enabled sphere in my scene and a character that i can move around using WASD. now what i want is that as soon as player hits the ball it should not be physics enabled anymore and move along with player as like the player is holding it in the hands.
What i have tried so far:
i was able to do it but not at all perfect how i want it to be. i tried OnCollisionEnter to detect the collision, i made the sphere a child of the player, i used isKinematic = true as soon as collision is detected and i used Vector3.MoveTowards for the object to follow the position as the player.
I have attached two reference videos below
Reference Clip(The style i am aiming for):https://www.youtube.com/watch?v=fi-GB0RwLr0
MyVersion(This is what i am able to do):https://www.youtube.com/watch?v=JtV11KHY4pU
overall, if you watch the clips you can see how my version is very rigid, stucky, buggy, not so light weight feeling at all. Cut me a slack as well if i did anything way wrong, i started unity like just in the previous month.
This is my Player script through which i am controlling it all
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Player : MonoBehaviour
{
public float MoveSpeed;
[SerializeField]private Rigidbody playerRig;
[SerializeField] private Rigidbody ballRig;
[SerializeField] private GameObject Ball;
[SerializeField] private GameObject heldObj;
private bool isTouching = false;
private Vector3 offset = new Vector3(0, 1, 3);
private Vector3 force;
public float jump;
private bool isGrounded = true;
private void Start()
{
Ball = GameObject.FindGameObjectWithTag("Ball");
ballRig.GetComponent<Rigidbody>();
playerRig.GetComponent<Rigidbody>();
}
void Update()
{
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
playerRig.velocity = new Vector3(x*MoveSpeed, playerRig.velocity.y,z*MoveSpeed);
Vector3 vel = playerRig.velocity;
vel.y = 0;
if (vel.x != 0 || vel.z != 0)
{
transform.forward = vel;
}
if(transform.position.y < -10)
{
GameOver();
}
ReleaseTheBall();
if (isTouching == true)
{
ballRig.transform.position = Vector3.MoveTowards(ballRig.transform.position, playerRig.transform.position, 5f);
}
}
void Jump()
{
force = new Vector3(0, jump, 0);
if (Input.GetKeyDown(KeyCode.Space) && isGrounded == true)
{
isGrounded = false;
playerRig.AddForce(force, ForceMode.Impulse);
}
}
private void OnCollisionEnter(Collision collision)
{
if(collision.gameObject.tag == "Ball" && heldObj == null)
{
ballRig.isKinematic = true;
// ballRig.constraints = RigidbodyConstraints.FreezeRotation;
ballRig.transform.parent = playerRig.transform;
isTouching = true;
Debug.Log(" BALL PICKED UP AND MOVING ");
heldObj = Ball;
}
}
public void ReleaseTheBall()
{
if (Input.GetKeyDown(KeyCode.Space) && heldObj != null)
{
isTouching = false;
heldObj = null;
ballRig.transform.parent = null;
//ballRig.constraints = RigidbodyConstraints.None;
ballRig.isKinematic = false;
//Vector3 forceDirection = new Vector3(playerRig.transform.position.x, 0, playerRig.transform.position.z);
Vector3 rotationDirection = new Vector3(playerRig.transform.rotation.x, playerRig.transform.rotation.y, playerRig.transform.rotation.z);
ballRig.AddForce(new Vector3(transform.position.x,0,transform.position.z) * 5, ForceMode.Impulse);
ballRig.AddTorque(rotationDirection * 1);
Debug.Log("BALL RELEASED");
}
}
public void GameOver()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
i know there could be some very inefficient lines of code here, feel free to call out those lines as well.
So, basically what i want is that i want my player to pick up the ball as soon as it hits it and the ball should move exactly like player as if he is holding the ball in his hands and when i hit the spacebar i want the ball to be released into the direction i am looking(this part is also very tricky for me), what i am trying to do is i want to do exactly like in the refrence clip. Thanks a lot in advance.
one more thing, when i stop pressing any key to move(WASD), my player transform keeps changing values up and down and it slightly starts moving. i mean when i dont press any key, it still kinda moves.
First of all, you have indeed quite a lot of lines that aren't useful in here and that could be optimized.
Anyway, I hope this will do what you want it to do:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
[RequireComponent(typeof(Rigidbody))]
public class Player : MonoBehaviour {
[Header("Movement Setup")]
[Tooltip("Translation speed in m/s")]
[SerializeField] float _TranslationSpeed;
[Tooltip("Rotation speed in °/s")]
[SerializeField] float _RotationSpeed;
[Tooltip("Interpolation speed [0;1]")]
[SerializeField] float _InterpolationSpeed;
[Tooltip("Strength for jumps")]
[SerializeField] float _JumpingStrength;
[Tooltip("Strength for shoots")]
[SerializeField] float _ShootingStrength;
[Header("Other Settings")]
[Tooltip("Where the helded item will be placed")]
[SerializeField] Transform _ContactPoint;
[Tooltip("Which layers should be considered as ground")]
[SerializeField] LayerMask _GroundLayer;
// The player's rigid body
Rigidbody _Rigidbody;
// Is the player on the ground
bool _IsGrounded;
// Rigidbody of what's the player is helding. Null if the player isn't holding anything
Rigidbody _HeldedItemRigidbody;
// Getter to _IsGrounded, return true if the player is grounded
public bool IsGrounded { get { return _IsGrounded; } }
private void Start() {
_Rigidbody = GetComponent<Rigidbody>(); // The player's rigidbody could be serialized
}
void FixedUpdate() {
float horizontalInput, verticalInput;
// Getting axis
horizontalInput = Input.GetAxis("Horizontal");
verticalInput = Input.GetAxis("Vertical");
// Moving toward the x
Vector3 moveVect = transform.forward * _TranslationSpeed * Time.fixedDeltaTime * verticalInput;
_Rigidbody.MovePosition(_Rigidbody.position + moveVect);
// Rotating the player based on the horizontal input
float rotAngle = horizontalInput * _RotationSpeed * Time.fixedDeltaTime;
Quaternion qRot = Quaternion.AngleAxis(rotAngle, transform.up);
Quaternion qRotUpRight = Quaternion.FromToRotation(transform.up, Vector3.up);
Quaternion qOrientationUpRightTarget = qRotUpRight * _Rigidbody.rotation;
Quaternion qNewUpRightOrientation = Quaternion.Slerp(_Rigidbody.rotation, qOrientationUpRightTarget, Time.fixedDeltaTime * _InterpolationSpeed); // We're using a slerp for a smooth movement
_Rigidbody.MoveRotation(qRot * qNewUpRightOrientation);
// This prevents the player from falling/keep moving if there is no input
if (_IsGrounded) _Rigidbody.velocity = Vector3.zero;
_Rigidbody.angularVelocity = Vector3.zero;
if (transform.position.y < -10) GameOver();
if (Input.GetKey(KeyCode.Mouse0) && _HeldedItemRigidbody != null) ShootTheBall();
if (!_IsGrounded) return; // What's below this won't be executed while jumping
if (Input.GetKey(KeyCode.Space)) Jump();
}
void Jump() {
_IsGrounded = false;
_Rigidbody.AddForce(_JumpingStrength * transform.up, ForceMode.Impulse);
}
private void OnCollisionEnter(Collision collision) {
// Checking if the player encountered a ground object
if ((_GroundLayer & (1 << collision.gameObject.layer)) > 0) _IsGrounded = true;
if (collision.gameObject.tag == "Ball") { // this can be improved as tags are error prone
// Setting the item position to contact point
collision.gameObject.transform.position = _ContactPoint.position;
// Getting the rigidbody
_HeldedItemRigidbody = collision.gameObject.GetComponent<Rigidbody>();
// Setting the parent
_HeldedItemRigidbody.transform.parent = transform;
// Setting the body to be kinematic
_HeldedItemRigidbody.isKinematic = true;
// Stopping any movement or rotation
_HeldedItemRigidbody.velocity = Vector3.zero;
_HeldedItemRigidbody.angularVelocity = Vector3.zero;
}
}
public void ShootTheBall() {
// Reverting what's done in OnCollisionEnter
_HeldedItemRigidbody.transform.parent = null;
_HeldedItemRigidbody.isKinematic = false;
// Adding force for the shoot
_HeldedItemRigidbody.AddForce(transform.forward * _ShootingStrength, ForceMode.Impulse);
// Resetting helding item to null
_HeldedItemRigidbody = null;
}
public void GameOver() {
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
You have to add a layer, and set the ground to this new layer.
Set up the variable as you like, don't hesitate to mess up with it a little bit to find what suits you (and don't forget to set up the player's mass (in rigidbody) as well!!)
Exemple of setup for the player script
Last things, you have to add an empty game object to your player which will be where the ball will be placed. I know it's a little bit dirty but place it a bit far from the player (more than the ball's radius) or it will bug. We could do something programatically to fix the ball at a spot and adapt this spot to the ball's radius.
This is an example of player
As you can see, I have the empty "player" gameobject which has the rigidbody, the collider and the player script.
The GFX item which is just the capsule.
If you don't know about this: the player game object is actually on the floor (at the player's feet) so it's better for movements. If you do this, don't forget to adjust the player's capsule collider to fit the GFX.
I also have the contact point.
Forget about the nose stuff, it's just a way to see where the player is facing when you just have a capsule.
If you have any question, feel free to ask.
I'm making a unity game based off of TierZoo, and while testing a movement script, i crashed into one of the rigidbody trees for fun... and that made the player prefab stop moving forward, and it started moving in odd directions Here is my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewPlayerController : MonoBehaviour
{
private Rigidbody rb;
public GameObject player;
public float thrust = 1.0f;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
if (Input.GetKey(KeyCode.W))
{
rb.AddRelativeForce(player.transform.right * thrust * 2.5f);
}
if (Input.GetKey(KeyCode.A)) { player.transform.Rotate(0, -1, 0); }
if (Input.GetKey(KeyCode.D)) { player.transform.Rotate(0, 1, 0); }
if (Input.GetKey(KeyCode.S))
{
rb.AddRelativeForce(player.transform.right * thrust * -2.5f);
}
}
}
If you can find a way to fix this, let me know.
You could fix the rotation also in Y direction by keeping track of it and setting it hard in FixedUpdate.
In general as said in the comments:
Whenever a Rigidbody is involved you should not
do movements through the transform component
do movements in Update
both breaks the physics engine and you might get strange and unexpected movements or simply no collisions working etc.
Rather do
- go through the Rigidbody component e.g. using MovePosition and MoveRotation
- do these in FixedUpdate
these keeps the physics intact and moves your Rigidbody only e.g. until it collides meanwhile.
Then for the rotation you have framerate-dependent values Rotate(0, -1, 0)! You rather want to use Time.deltaTime in order to get smooth framerate-independent rotation speed - not in 1 degree per frame but rather e.g. 45 degrees per second.
You script could look like
public class NewPlayerController : MonoBehaviour
{
// already reference this via the Inspector
[SerializeField] private Rigidbody rb;
public GameObject player;
public float thrust = 1.0f;
private void Awake()
{
// as fallback get it on runtime
if(!rb) rb = GetComponent<Rigidbody>();
}
bool moveLeft;
bool moveRight;
bool rotateLeft;
bool rotateRight;
private float angle;
void Update()
{
// Get User input here
// (in your case it would be also fine to do it in FixedUpdate.
// What doesn't work in FixedUpdate are mainly the one-time events like GetKeyDown)
moveRight = Input.GetKey(KeyCode.W);
rotateLeft = Input.GetKey(KeyCode.A);
rotateRight = Input.GetKey(KeyCode.D);
moveLeft = Input.GetKey(KeyCode.S);
}
private void FixedUpdate()
{
if(moveRight) rb.AddRelativeForce(rb.rotation * Vector3.right * thrust * 2.5f);
if(moveLeft) rb.AddRelativeForce(rb.rotation * Vector3.right * thrust * -2.5f);
// Now for the rotations keep track of what you rotated already
// and overwrite the rotation with the fix value:
if(rotateLeft)
{
// e.g. for rotating 45°/second
angle -= -45 * Time.deltaTime;
rb.MoveRotation(Quaternion.Euler(0, angle, 0));
}
if(rotateRight)
{
angle += 45 * Time.deltaTime;
rb.MoveRotation(Quaternion.Euler(0, angle, 0));
}
}
}
I'm having an issue instantiating Prefabs in Unity.
I'm working on a game where you have enemies moving towards you and you have to kill them. My original enemy game object moved towards the player with little to no problem, but the instantiations of that object wouldn't move.
To make matters more confusing, when I copied the game object and added it to the scene without instantiation, both game objects would move towards the player just fine.
Enemy script:
public class EnemieController : MonoBehaviour
{
[SerializeField]
float moveSpeed = 1;
[SerializeField]
private Rigidbody2D rb;
public Transform player;
public float health = 50;
void Start()
{
rb = GetComponent<Rigidbody2D>();
Debug.Log(player);
}
// Update is called once per frame
void Update()
{
MoveTowardsPlayer();
}
void MoveTowardsPlayer()
{
Vector3 mousepos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 direction = (player.position - transform.position).normalized;
rb.velocity = new Vector2(direction.x * moveSpeed, direction.y * (moveSpeed * 1));
}
}
Instantiation Code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//using System;
[System.Serializable]
public class GameManagement : MonoBehaviour
{
public GameObject circleEnemie;
public Transform player;
[SerializeField]
float moveSpeed = 1;
// Start is called before the first frame update
void Start()
{
//Get random position to spawn ball
Vector3 screenPosition = Camera.main.ScreenToWorldPoint(new Vector3(Random.Range(0, Screen.width), Random.Range(0, Screen.height), Camera.main.farClipPlane / 2));
GameObject enemie = Instantiate(circleEnemie, screenPosition, Quaternion.identity) as GameObject;
enemie.name = "enemiecircle";
enemie.tag = "Enemie";
}
// Update is called once per frame
void Update()
{
}
}
And if wanted, here are the enemies inspector specifications
Inspector Specifications
Sorry about the link, my reputation points are yet to reach 10 so I can't post images directly.
My guess would be that the Player referenced in your enemy prefab is a prefab itself that never moves.
You should make the prefab field itself of type EnemyController. This makes sure you only can reference a prefab here that actually has an EnemyController attached.
Then after Instantiate you can pass in the player reference of the GameManagement script like
public class GameManagement : MonoBehaviour
{
// Give this field the correct type
public EnemyController circleEnemie;
public Transform player;
[SerializeField]
float moveSpeed = 1;
// Start is called before the first frame update
void Start()
{
//Get random position to spawn ball
Vector3 screenPosition = Camera.main.ScreenToWorldPoint(new Vector3(Random.Range(0, Screen.width), Random.Range(0, Screen.height), Camera.main.farClipPlane / 2));
// Instantiate returns the same type as the given prefab
EnemyController enemy = Instantiate(circleEnemie, screenPosition, Quaternion.identity);
enemy.name = "enemiecircle";
enemy.gameObject.tag = "Enemie";
// Now pass in the player reference
enemy.player = player;
}
// NOTE: When not needed better remove Unity message methods
// It would just cause overhead
//void Update()
//{
//}
}
Sidenote: In your EnemyController in MoveTowardsPlayer what do you need this for?
Vector3 mousepos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Then whenever dealing with Rigidbody do the things in FixedUpdate otherwise it might break the physics and collision detection!
Then also don't use the Transform values but again the Rigidbody
private void FixedUpdate ()
{
MoveTowardsPlayer();
}
private void MoveTowardsPlayer ()
{
var direction = ((Vector2)(player.position - rb.position)). normalized;
rb.velocity = direction * moveSpeed;
}
I want to instantiate a projectile and be able to rotate it as a child of a parent player object.
My player has a 2DRigidbody and box collider 2D, my projectiles also have a 2DRigidbody and box collider 2D, so when I shoot them from the player they bounce the player everywhere, but when I try to instantiate them elsewhere the player either jumps to that location or they appear away from the player, so I'd like to instantiate them as a child of the player.
My code for the Player
using UnityEngine;
using System.Collections;
public class Player : MonoBehaviour {
// Calls Variables
public Rigidbody2D lazer;
public float speed = 1.0f;
public float hitpoints = 100;
public float lazerlevel = 1;
Transform ParentPlayer;
// Initalizes variables
void Start () {
}
// Updates once per frame
void Update () {
var move = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0);
transform.position += move * speed * Time.deltaTime;
if (Input.GetButtonUp("Fire1")) {
//Rigidbody2D instance = Instantiate(lazer, transform.position = new Vector3(0,-5,0), transform.rotation) as Rigidbody2D;
//Vector3 fwd = transform.TransformDirection(Vector3.down);
//instance.AddForce(fwd * 20 * lazerlevel);
GameObject objnewObject = (GameObject)Instantiate(lazer, new Vector3(0, 0, 0), transform.rotation);
objnewObject.transform.parent = ParentPlayer;
}
}
}
And my code for the lazer
using UnityEngine;
using System.Collections;
public class PlayerProjectileDoom : MonoBehaviour {
void ontriggerenter() {
Destroy(gameObject);
}
void Update () {
Destroy(gameObject, 2F);
}
}
You never assigned ParentPlayer in Player script. And you want to assign instantiated object as the child of Player. So the possible way to achieve this is to instantiate your object first, set it as child and then set the transformations to identity because after setting it as child its transformations will become relative to parent.
For example,
void Update () {
var move = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0);
transform.position += move * speed * Time.deltaTime;
if (Input.GetButtonUp("Fire1")) {
GameObject objnewObject = Instantiate(lazer) as GameObject;
objnewObject.transform.parent = transform;
objnewObject.transform.localRotation = Quaternion.identity;
objnewObject.transform.localPosition = Vector3.zero;
}
}
Second thing is in your PlayerProjectileDoom script. You did implement OnTriggerEnter in wrong way. You should be careful when you are implementing these messages.
Third thing is you are calling Destroy in Update method, however it will work if you put it in Start. I'd recommend use Update at least as possible and absolutely not for these kind of events.
It should be like,
using UnityEngine;
using System.Collections;
public class PlayerProjectileDoom : MonoBehaviour {
void Start(){
Destroy(gameObject, 2F);
}
// For 3D colliders
void OnTriggerEnter(Collider coll) {
Destroy(gameObject);
}
// For 2D colliders
void OnTriggerEnter2D(Collider2D coll) {
Destroy(gameObject);
}
void Update () {
}
}
So you are using 2D colliders so you should go with 2D collider message and remove the 3D one.
An extra note: OnTriggerEnter or OnTriggerEnter2D will execute only iff you set colliders as Trigger. You can see this Trigger check in Inspector by selecting that gameobject having any collider. But if it is not set to Trigger then you should use OnCollisionEnter2D(Collision2D coll)