I made little code for detect climbing (script attached to the player object):
private float PlayerColHeight;
private float PlayerColWidth;
private bool Climb = false;
void Start () {
PlayerCol = GetComponent<CapsuleCollider2D> ();
PlayerColHeight = PlayerCol.bounds.size.y;
PlayerColWidth = PlayerCol.bounds.size.x;
}
private void OnCollisionStay2D(Collision2D col){
if (!IsGrounded() && (col.gameObject.tag == "Wall")) {
Vector2 position = transform.position;
Vector2 wallPos = col.transform.position;
float wallColHeight = col.gameObject.GetComponent<BoxCollider2D> ().bounds.size.y;
if ((position.y+PlayerColHeight/2)==(wallPos.y + wallColHeight/2)){
Climb = true;
}
Debug.Log (Climb);
}
}
This means when player in the air and colliding with wall, i need to check if player top point Y = wall top point Y and understand that it works.
But this is not works... Console returns only False.
Image:
Why it doesn't works? If you know another way to make climbing, can you explain how?
I think your condition statement is wrong
if ((position.y+PlayerColHeight/2)==(wallPos.y + wallColHeight/2)){
Climb = true;
}
It should be
if ((position.y+PlayerColHeight/2) <= (wallPos.y + wallColHeight/2)){
Climb = true;
}
Climb was true only when both values were equal but you are interested on climbing when the player position is smaller than the wall, right?
In any case you should check your values debugging the game or just writing logs with the values position.y+PlayerColHeight/2 and wallPos.y + wallColHeight/2 to understand what's going on.
Edit: It could happen that when you are close to get out of the "climbing zone" your player gets stucked as he will get Climb = false, the ideal should be enable climbing when you are in the wall, you don't care if jumping again will leave the player above the wall, what it's more you could be interested on that for reaching the top of the wall in same situations
The chances that these variables are exactly the same is low. One frame the player will be a bit above, and the next frame a bit below.
The Player should have a range below the wall in which he can climb. Try this:
const float climbZoneHeight = 1f; // In world unit, the range of the wall on which the player can climb. Choose a value that works well in your case;
const float distToWallTop = (wallPos.y + wallColHeight/2) - (position.y+PlayerColHeight/2);
if (distToWallTop >= 0 && distToWallTop <= climbZoneHeight )
{
Climb = true;
}
For this scenario, consider the following cases:
As already posted in another response, you should not use equality comparison, instead you should make less than comparison, i.e. player_top_y <= wall_top_y
Secondly, instead of calculating player_top_y as player_y + player_collider_y, you should directly use the collision contact point
Related
Brand new to Unity/C# so this might be a stupid error. I have a player and a push-able box that when pushed towards another object (that usually the player cannot walk through) causes the box to stop moving and the player to get stuck and be unable to move but stuck mid-animation.
They basically just all get stuck in eachother
https://i.stack.imgur.com/rkNtu.png
I followed tutorials for a lot of these things but couldn't manage to find one for pushing the box so I did it by myself, which is what I'm thinking caused these issues.
The player has a 2D circle collider and a 2D rigidbody (with a dynamic body type and discrete collision detection).
It also has all of its code to do with walking that looks like this:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
//Movement speed variable
public float moveSpeed;
//Giving information of where the collisions layer is (edited in actual unity)
public LayerMask collisionsLayer;
//Variable to check if the character is moving
private bool isMoving;
private Vector2 input;
//Animation SetUp
private Animator animator;
private void Awake()
{
animator = GetComponent<Animator>();
}
//End of Animation SetUp
private void Update()
{
//If the player is NOT moving
if (!isMoving)
{
//'GetAxisRaw' gives 1 or -1 --> right = 1, left = -1
input.x = Input.GetAxisRaw("Horizontal");
input.y = Input.GetAxisRaw("Vertical");
//Making it so that the player cannot move diagonally
if (input.x != 0) input.y = 0;
if (input != Vector2.zero)
{
//Animation section
animator.SetFloat("moveX",input.x);
animator.SetFloat("moveY",input.y);
//End of animation section
var targetPos = transform.position;
//Adds 1 or -1 depending on the key input (GetAxisRaw)
targetPos.x += input.x;
targetPos.y += input.y;
if (IsWalkable(targetPos))
//Calls coroutine 'IEnumerator Move'
StartCoroutine(Move(targetPos));
}
}
//for animation
animator.SetBool("isMoving",isMoving);
//Special type of function w/ 'IEnumerator' as return type. Used to do something over a period of time.
IEnumerator Move(Vector3 targetPos)
{
isMoving = true;
//Checks if the diff between the target position & the players current position is greater than a vry small value
while ((targetPos - transform.position).sqrMagnitude > Mathf.Epsilon)
{
//If there is a diff btwn targetpos & the current position --> we will move the player towards the target position by a very small amount
transform.position = Vector3.MoveTowards(transform.position, targetPos, moveSpeed * Time.deltaTime);
//Stops execution of the coroutine, resumes it in the next update function
yield return null;
}
//Sets the players current position to the target position
transform.position = targetPos;
isMoving = false;
}
}
//Checking if the next available tile is actually able to be walked on / if the next tile is blocked
private bool IsWalkable(Vector3 targetPos)
{
if(Physics2D.OverlapCircle(targetPos, 0.1f, collisionsLayer) != null)
{
return false;
}
return true;
}
}
The box has a box collider 2D and a 2D rigidbody (dynamic bodytype; discrete collision detection)
And the collisions tilemap (which is set to be used by the composite) has a tilemap collider 2D, rigidbody 2D (static) and a composite collider 2D
If anyone actually knows how to make it so that the entire game doesn't break when I try to move the box past objects, that'd be really helpful because I've been working on this for ages and haven't figured anything out at all
You should try running the debugger. I think you're finding yourself in an interlocked condition, where your character can't get to the target position (because it's blocked), but it hasn't reached the target position (because it's blocked), so it keeps trying to move, which prevents you from giving it a new command.
I think the easiest way to work around this is to cache your target directions - should be in positive x, positive y, or negative x, or negative y. Then, if you detect the user trying to move in the opposite direction you cancel the move and start a new one.
There are lots of ways to work around this, though, and I do see you are trying to check the target before moving to it, but you're checking the raw input, which may overshoot an obstacle. For example, if the tree is at 0.5 meters, but you're looking at a target of 1 meter, then the target is clear. You get blocked by the tree at 0.5 meters, and because you never reach 1 meter you never exit the coroutine.
You've got to run a debugger and step through the code and see what specifically isn't responding.
Hello I did the Brackeys Tutorial and I am trying to make my own game off of it and the first thing i wanted to do was a restart screen and for that i need the score but if the cube falls off it still goes forward so i need the z value of the cube when it falls of the edge
What do you mean?
If you just want to save the float value of a transform, use something like
float z = cube.transform.position.z;
When setting the transform, you need to use a whole Vector3; you can't just change one value.
cube.transform.position = Vector3(cube.transform.position.x, cube.transform.position.y, z);
Ok. According to your comment,
bool checkForY = true;
GameObject cube;
float cubeZ;
void Update()
{
if (checkForY)
{
if (cube.transform.position.y < 0)
{
cubeZ = cube.transform.position.z;
checkForY = false;
}
}
}
This should work. You might want to rename "cubeZ" to whatever you're using it for, though.
I'm new to Unity and C# in general, so excuse my terminology(or lack thereof)...
I have succeeded -with the help of a friend, to credit where its due- in making a platform go up a certain amount after one frame of collision with the player! The only problem is that, now, I can't seem to get it moving down again... Said friend challenged me to make it go up, stay airborne for a certain amount of time, then go back down.
Here is a snippet of my working code that makes it go up.
bool HaveCollided = false; //Collision checker boolean
void Update()
{
Vector3 up = lifter * Time.deltaTime;
if (HaveCollided != true || transform.position.y >= 5)
{
return;
}
}
void OnCollisionEnter(Collision collision) //Makes HaveCollided true at collision event
{
if (collision.gameObject.GetComponent<Playertag>() != null) //don't use GetComponent in Update()
{
HaveCollided = true;
}
So if my logic is right, I'd need to nest another if statement inside the one where the condition is: HaveCollided != true || transform.position.y >= 5 which should be:
if (newTime == Time.deltaTime * CertainAmount && transform.position.y >= 1) //make platform go down until y position is equal to 1
{
//make platform go down
Debug.Log("reached");
transform.position = transform.position - up;
}
But it's not working. It doesn't even seem to reach the part that would make the platform descend. I literally do not know where to go from here...
Based on your comment I made a few revisions to make the platform movement a bit smoother. I also made it so the same function can be used for both the upward and downward motion.
using UnityEngine;
using System.Collections;
[SerializeField] private float timeToMovePlatform = 0.0f; // time it takes the platform to get from 1 point to another
[SerializeField] private float timeToRestAtPeak = 0.0f; // time that the platform rests at the top of its movement
[SerializeField] private float platformYOffset = 0.0f; // offset the platform moves from its origin point to float upward
private Coroutine movingPlatform = null; // determines if the platform is currently moving or not
private void OnCollisionEnter(Collision col)
{
// add a tag to your player object as checking a tag at runtime vs. a GetComponent is faster
if(col.gameObject.tag == "Player")
{
// only trigger when we are not currently moving
if(movingPlatform == null)
{
// start our coroutine so the platform can move
movingPlatform = StartCoroutine(MovePlatform(true));
}
}
}
/// <summary>
/// Moves this object up or down depending on the parameter passed in
/// </summary>
/// <param name="moveUpward">Determines if this object is currently moving upward or not</param>
private IEnumerator MovePlatform(bool moveUpward)
{
// store our start position
Vector3 startPos = transform.position;
// build our goal position based on which direction we are moving
Vector3 goalPos = new Vector3(startPos.x, startPos + (moveUpward ? platformYOffset : -platformYOffset), startPos.z);
// set our current time
float currentTime = 0.0f;
while(currentTime <= timeToMovePlatform)
{
// lerp the position over the current time compared to our total duration
transform.position = Vector3.Lerp(startPos, goalPos, currentTime / timeToMovePlatform);
// update our timer
currentTime += Time.deltaTime;
// need to yield out of our coroutine so it does not get stuck here
yield return null;
}
// just in case there are any floating point issues, set our position directly
transform.position = goalPosition;
// when we are moving upward, make sure to stop at the peak for the set duration
if(moveUpwards)
{
yield return WaitForSeconds(timeToRestAtPeak);
// once we are done waiting, we need to move back downward
StartCoroutine(MovePlatform(false));
}
else
{
// we finished moving downward, so set our coroutine reference to false
// so the player can set the platform to move again
movingPlatform = null;
}
}
Fair warning, I did not test this code it is more a direction I would take for your situation. Before doing anything, add a tag to your player. If you are unsure what tags are, check out the docs. Be sure to give the player the tag Player so that the code will work as expected.
You will notice the first three variables are Serialized but are private. By doing this, it allows for Unity to show them in the inspector but not allow other scripts to touch them.
To learn more about Coroutines, check out the docs and for Lerps, I enjoy this blog post. Let me know if this works for you and/or you have any questions.
Your best bet is to add colliders and use isTrigger. Seed a time and if it's not triggered within that time period raise an event.
I am trying to make a game which "kind of" simulates the shooting of the "worms" game. The player can choose the position (circular) of an object and then, the force that is applied to the object should move in the direction its pointing towards. I tried using the AddForce(transform.right) code, but it would just go to the right. (2D BoxCollider and RigidBody2D)
Then comes the hard part, making the player choose the force by charging the power. When the player holds down the "f" key, I want the power to go up to a certain point. Once it reaches that point, I want it to go down again and then up again, so the player can choose the power he wants. I have no idea how to go about this.
It's been awhile since I've did Unity coding, so there may be some minor errors with my syntax but it should give you an idea of how to accomplish this. Your best bet for the loop is to use a coroutine to not block the main thread.
in Update() check for 'on key down' for F and start this coroutine:
IEnumerator Cycle()
{
float max = 10.0f;
float min = 1.0f;
float interval = 0.5f;
do
{
for(int i=min;i<max;i++)
{
PowerValue = i;
yield return new waitforseconds(interval);
if(!input.getkey(f))
break;
}
for(int i=max;i>min;i--)
{
PowerValue = i;
yield return new waitforseconds(interval);
if(!input.getkey(f))
break;
}
} while(input.getkey(f));
}
And back in update() use that powerValue with getKeyUp(f)
And here is PowerValue setup as a parameter that prevents code from setting the max and min outside of a 1 to 10 range (configurable)
private float powerValue = 1.0f;
public float PowerValue
{
get { return powerValue; }
set {
if(value>10f)
powerValue=10f;
else if (value<1f)
powerValue=1f;
else
powerValue=value;
}
}
I'm trying to make jumping functionality in my Movement test. My character jumps and comes back down, but it's very choppy and not smooth at all.
What happens is he juts up to his max height, then comes down smoothly.
I can spot the problem, the for loop doesn't want to play nicely with the code. However, I don't know how to circumvent this. Is there any way to keep the button press and have him jump up nicely?
Code:
if (leftStick.Y > 0.2f && sprite.Position.Y == position.Y || isPressed(Keys.Up) == true && sprite.Position.Y == position.Y)
{
if (wasLeft == true)
{
sprite.CurrentAnimation = "JumpLeft";
}
else if (wasLeft == false)
{
sprite.CurrentAnimation = "JumpRight";
}
//This for loop is my issue, it works but it's jumpy and not smooth.
for (movement.PlayerHeight = 0; movement.PlayerHeight < movement.PlayerMaxHeight; movement.PlayerJump())
{
sprite.Position.Y -= movement.PlayerJump();
}
}
sprite.StartAnimation();
}
else
{
leftStick = NoInput(leftStick);
}
private Vector2 NoInput(Vector2 leftstick)
{
if (sprite.Position.Y < position.Y) //(movement.PlayerSpeed > 0)
{
sprite.Position.Y += movement.PlayerHeight;
movement.PlayerHeight -= movement.Player_Gravity;
//sprite.Position.Y += movement.PlayerSpeed;
//movement.PlayerSpeed -= movement.Player_Decel;
}
else
{
sprite.Position.Y = position.Y;
}
}
Movement class:
public float PlayerMaxHeight = 15f;
public float PlayerHeight = 0;
public float Player_Gravity = 0.01f;
private const float Player_Jump = 0.35f;
public float PlayerJump()
{
PlayerHeight += Player_Jump + Player_Gravity;
if (PlayerHeight > PlayerMaxHeight)
{
PlayerHeight = PlayerMaxHeight;
}
return PlayerHeight;
}
The best way to do jumping I found is to implement a property that will deal with acceleration.
A brief list of what to do:
Create a property that stores the current Y velocity.
Increment the Y velocity by a set amount each step - generally represented by a gravity property somewhere.
Increment1 the Y position by the Y velocity each step.
When you jump, simply subtract1 a said amount from the Y velocity - which will cause your player to jump up in an easing-out motion (start fast and slow down as he reaches the high of the jump). Because you're always incrementing the Y velocity, you will eventually reverse direction and return back to the surface.
When touching a surface, reset the Y velocity to zero.
1 Pretty sure that the Y axis is inverted in XNA (I work in Flash), so where I say increment the Y velocity you may need to decrement it instead - same deal for subtracting from it to jump.
My general approach to get a jump really quickly is to use a bleed off value to make slightly smoother looking movement. I can't look at any code/xna right now but my first thought would be something like below.
Define variables:
float bleedOff = 1.0f;
bool jumping = false;
Input update:
if(input.JumpKey())
{
jumping = true;
}
Jumping update:
if(jumping)
{
//Modify our y value based on a bleedoff
//Eventually this value will be minus so we will start falling.
position.Y += bleedOff;
bleedOff -= 0.03f;
//We should probably stop falling at some point, preferably when we reach the ground.
if(position.Y <= ground.Y)
{
jumping = false;
}
}
bleedOff = MathHelper.Clamp(bleedOff, -1f, 1f);
Obviously the bleedOff value should be calculated with a bit more randomness, probably using a gravity value, to it to make it look right but this will give the illusion of acceleration/decceleration with the jump as they rise and fall.
Rising very fast to begin with and slowing down and eventually starting to fall again and that will speed up. The clamp at the bottom will be your maximum vertical velocities.
I just wrote this off the top of my head at work so apologies if it's not quite what your looking for but I tried to keep it a bit more general. Hope it helps.