Unity2D Vector2 does not work - c#

So I'm making a Crossy Road clone in Unity 2D and I get an error on line 34.
I'm not sure what I have missed but I need another perspective.
To be specific I'm getting an error on this statement:
if (transform.position != new Vector2(curPosition.x, transform.position.y) + nextDir)
and everything is marked red.
public class PlayerController : MonoBehaviour
{
public Vector2 nextDir;
public float jumpForce = 100;
public float speed = 5;
public float speedRot = 100;
public float rotationOffset;
Rigidbody rb;
public Vector2 curPosition;
void Start()
{
rb = GetComponent<Rigidbody>();
curPosition = transform.position;
}
void Update()
{
if (transform.position != new Vector2(curPosition.x, transform.position.y) + nextDir)
{
transform.position = Vector2.MoveTowards(transform.position, new Vector2(curPosition.x, transform.position.y) + nextDir, speed * Time.deltaTime);
}
else
{
nextDir = Vector2.zero;
curPosition = transform.position;
curPosition.x = Mathf.Round(curPosition.x);
curPosition.y = Mathf.Round(curPosition.y);
if (Input.GetAxisRaw("Horizontal") != 0)
{
nextDir.x = -Input.GetAxisRaw("Horizontal");
Move();
}
else if (Input.GetAxisRaw("Vertical") != 0)
{
nextDir.y = Input.GetAxisRaw("Vertical");
Move();
}
}
}
void Move()
{
rb.AddForce(0, jumpForce, 0);
}
}

First error ( about lack of Rigidbody2D component ) can be solved by adding RequireComponent attribute on top of the PlayerController :
[RequireComponent(typeof(Rigidbody2D)]
public class PlayerController : MonoBehaviour
{
// rest of your code
And the you're trying to compare object with 3 axis to the one with 2 axis
void Update()
{
// here you're trying to compare Vector3 ( transform.position )
// to Vector2, (3 axis with 2 axis)
//if (transform.position != new Vector2(curPosition.x, transform.position.y) + nextDir)
// change it to this
Vector2 cmp = new Vector2(curPosition.x, transform.position.y) + nextDir;
if(cmp[0] != transform.position[0] || cmp[1] != transform.position[1])
{
transform.position = Vector2.MoveTowards(transform.position, new Vector2(curPosition.x, transform.position.y) + nextDir, speed * Time.deltaTime);
}
// rest of the update's body
}
// rest of your code ...
}

Related

Choppy Player Movement

For whatever reason, my player movement stutters every second or every other second, and I'm sure it's to do with my player movement code being in the wrong update method.
Here's my player movement code
[SerializeField] private LayerMask groundLayerMask;
public float speed;
public float Jump;
public sword swordScript;
public GameObject swordSprite;
private float move;
private Rigidbody2D rb;
private BoxCollider2D boxCollider2d;
private bool facingRight;
public SpriteRenderer spr;
public Animator PlayerAnims;
public bool movementAllowed;
public float knockback;
void Awake()
{
boxCollider2d = GetComponent<BoxCollider2D>();
rb = GetComponent<Rigidbody2D>();
facingRight = true;
spr = GetComponent<SpriteRenderer>();
}
// Start is called before the first frame update
void Start()
{
boxCollider2d = GetComponent<BoxCollider2D>();
rb = GetComponent<Rigidbody2D>();
facingRight = true;
spr = GetComponent<SpriteRenderer>();
}
// Update is called once per frame
void FixedUpdate()
{
if(movementAllowed == true)
{
rb.velocity = new Vector2(move * speed, rb.velocity.y);
move = Input.GetAxisRaw("Horizontal");
rb.velocity = new Vector2(move * speed, rb.velocity.y);
if (isGrounded() && Input.GetButtonDown("Jump"))
{
rb.AddForce(new Vector2(rb.velocity.x, Jump));
}
}
}
void Update()
{
if (movementAllowed == true)
{
Flip(move);
if (move == 0)
{
PlayerAnims.SetBool("isRunning", false);
}
else
{
PlayerAnims.SetBool("isRunning", true);
}
}
}
private bool isGrounded()
{
float extraHeightText = .1f;
RaycastHit2D raycasthit2d = Physics2D.BoxCast(boxCollider2d.bounds.center, boxCollider2d.bounds.size, 0f, Vector2.down, extraHeightText, groundLayerMask);
Color rayColour;
if (raycasthit2d.collider != null)
{
rayColour = Color.green;
PlayerAnims.SetBool("isJumping", false);
}
else
{
rayColour = Color.red;
PlayerAnims.SetBool("isJumping", true);
}
Debug.DrawRay(boxCollider2d.bounds.center + new Vector3(boxCollider2d.bounds.extents.x, 0), Vector2.down * (boxCollider2d.bounds.extents.y + extraHeightText), rayColour);
Debug.DrawRay(boxCollider2d.bounds.center - new Vector3(boxCollider2d.bounds.extents.x, 0), Vector2.down * (boxCollider2d.bounds.extents.y + extraHeightText), rayColour);
Debug.DrawRay(boxCollider2d.bounds.center - new Vector3(boxCollider2d.bounds.extents.x, boxCollider2d.bounds.extents.y + extraHeightText), Vector2.right * (boxCollider2d.bounds.extents.x), rayColour);
return raycasthit2d.collider != null;
}
private void Flip(float move)
{
if (move > 0 && !facingRight || move < 0 && facingRight)
{
facingRight = !facingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
if (swordScript.isFollowing == true)
{
Vector3 swordScale = swordSprite.transform.localScale;
swordScale.x *= -1;
swordSprite.transform.localScale = swordScale;
}
}
}
I tried out your script and I think I barely see that stutter, but one thing seems to fix it.
You have this particular line twice in the code for no reason
rb.velocity = new Vector2(move * speed, rb.velocity.y);
Just remove the first one.
As a rule of thumb:
Calling rb.AddForce: This interacts with Physics - place it in FixedUpdate
Setting rb.velocity: This only sets a value. You are not triggering physics interactions with this - place it in Update
So, at first you should move your code which sets the velocity to the Update function. Also you are setting the velocity twice. Just remove the first line.
As an example here ist the Update and FixedUpdate function:
void FixedUpdate()
{
if(movementAllowed == true)
{
if (isGrounded() && Input.GetButtonDown("Jump"))
{
rb.AddForce(new Vector2(rb.velocity.x, Jump));
}
}
}
void Update()
{
if (movementAllowed == true)
{
float move = Input.GetAxisRaw("Horizontal");
rb.velocity = new Vector2(move * speed, rb.velocity.y);
Flip(move);
if (move == 0)
{
PlayerAnims.SetBool("isRunning", false);
}
else
{
PlayerAnims.SetBool("isRunning", true);
}
}
}
Since you are not using move anywhere else than Update you can just declare it as a local variable and remove the private float move; at the top of the script.
Last thing which should be mentioned:
You are getting component references both in Start or Awake. Generally you should get your references in Start and only get them in Awake when needed.

Using Unity: Scripting Enemy AI - Follow Player

I am trying to have my enemy Follow my player when in range, otherwise the enemy is Wandering. I'm quite new to C-Sharp so have been piecing bits of other tutorials code together.
Currently the enemy Wanders back and forth between the trigger box collider I have set. The enemy switches state to Follow when the player is within range, however the enemy will only move towards the player if the player is on the left hand side of the enemy, if I am on the right side of the enemy it is stuck until I am out of range, then it resumes Wandering. Also the enemy does not flip to face the enemy when Following.
Any help would be appreciated.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum EnemyState
{
Wander,
Follow,
Die,
};
public class EnemyController : MonoBehaviour
{
GameObject player;
public EnemyState currState = EnemyState.Wander;
public Transform target;
Rigidbody2D myRigidbody;
public float range = 2f;
public float moveSpeed = 2f;
void Start()
{
player = GameObject.FindGameObjectWithTag("Player");
myRigidbody = GetComponent<Rigidbody2D>();
target = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>();
}
void Update()
{
switch (currState)
{
case (EnemyState.Wander):
Wander();
break;
case (EnemyState.Follow):
Follow();
break;
case (EnemyState.Die):
// Die();
break;
}
if(IsPlayerInRange(range) && currState != EnemyState.Die)
{
currState = EnemyState.Follow;
}
else if(!IsPlayerInRange(range)&& currState != EnemyState.Die)
{
currState = EnemyState.Wander;
}
}
private bool IsPlayerInRange(float range)
{
return Vector3.Distance(transform.position, player.transform.position) <= range;
}
bool isFacingRight()
{
return transform.localScale.x > 0;
}
void Wander()
{
{
if (isFacingRight())
{
myRigidbody.velocity = new Vector2(moveSpeed, 0f);
}
else
{
myRigidbody.velocity = new Vector2(-moveSpeed, 0f);
}
}
}
void OnTriggerExit2D(Collider2D collision) //this is to flip the sprite when it reaches the end of its path - a box 2d collider trigger
{
transform.localScale = new Vector2(-(Mathf.Sign(myRigidbody.velocity.x)), 1f);
}
void Follow()
{
if (isFacingRight())
{
myRigidbody.velocity = new Vector2(-moveSpeed, 0f);
transform.position = Vector2.MoveTowards(transform.position, new Vector2(target.position.x, transform.position.y), moveSpeed * Time.deltaTime);
}
/* else //this seems to have no effect on the code
{
myRigidbody.velocity = new Vector2(moveSpeed, 0f);
transform.position = Vector2.MoveTowards(transform.position, new Vector2(target.position.x, transform.position.y), -moveSpeed * Time.deltaTime);
}*/
}
}
ok I figured out my own issues, here is the working script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum EnemyState
{
Wander,
Follow,
Die,
};
public class EnemyController : MonoBehaviour
{
GameObject player;
public EnemyState currState = EnemyState.Wander;
public Transform target;
Rigidbody2D myRigidbody;
public float range = 2f;
public float moveSpeed = 2f;
// Start is called before the first frame update
void Start()
{
player = GameObject.FindGameObjectWithTag("Player");
myRigidbody = GetComponent<Rigidbody2D>();
target = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>();
}
// Update is called once per frame
void Update()
{
switch (currState)
{
case (EnemyState.Wander):
Wander();
break;
case (EnemyState.Follow):
Follow();
break;
case (EnemyState.Die):
// Die();
break;
}
if(IsPlayerInRange(range) && currState != EnemyState.Die)
{
currState = EnemyState.Follow;
}
else if(!IsPlayerInRange(range)&& currState != EnemyState.Die)
{
currState = EnemyState.Wander;
}
}
private bool IsPlayerInRange(float range)
{
return Vector3.Distance(transform.position, player.transform.position) <= range;
}
bool isFacingRight()
{
return transform.localScale.x > 0;
}
void Wander()
{
{
if (isFacingRight())
{
myRigidbody.velocity = new Vector2(moveSpeed, 0f);
}
else
{
myRigidbody.velocity = new Vector2(-moveSpeed, 0f);
}
}
}
void OnTriggerExit2D(Collider2D collision)
{
transform.localScale = new Vector2(-(Mathf.Sign(myRigidbody.velocity.x)), 1f);
}
void Follow()
{
if (transform.position.x > target.position.x)
{
//target is left
transform.localScale = new Vector2(-1, 1);
myRigidbody.velocity = new Vector2(-moveSpeed, 0f);
transform.position = Vector2.MoveTowards(transform.position, new Vector2(target.position.x, transform.position.y), moveSpeed * Time.deltaTime);
}
else if (transform.position.x < target.position.x)
{
//target is right
transform.localScale = new Vector2(1, 1);
myRigidbody.velocity = new Vector2(moveSpeed, 0f);
transform.position = Vector2.MoveTowards(transform.position, new Vector2(target.position.x, transform.position.y), moveSpeed * Time.deltaTime);
}
}
}

Getting the distance of wall(Multiple objects with same tag)

I'm trying to get the distance between my player, and the nearest object with the tag 'wall' however I can't seem to get it to work.
To my knowledge my code isn't working at all.
So my question is;
What am I doing wrong? Again, I want to find the distance from my player and the nearest object with the tag 'wall'. If I'm near a object with the tag 'wall' I want it to set the variable to true.(nearWall = true) then once I'm away from the object(About 10.0f) I want it back to false.(nearWall = false)
This is the code I have been working with.
using UnityEngine;
using System.Collections;
public class PlayerMotor : MonoBehaviour {
private CharacterController controller;
private Vector3 moveVector;
private float speed = 2.0f;
private float verticalVelocity = 0.0f;
private float gravity = 12.0f;
private bool nearWall;
public GameObject playerObject;
GameObject closestObject;
float distance = Mathf.Infinity;
public float distanceToWall = Mathf.Infinity;
private void Start() {
nearWall = false;
playerObject = GameObject.Find("Player");
distanceToWall = 0;
controller = GetComponent<CharacterController> ();
}
public void getNearestWall()
{
if (distance <= 10.0f) {
nearWall = true;
print ("Near wall!");
}
else
nearWall = false;
}
GameObject findNearestWall()
{
GameObject[]objectArray;
objectArray = GameObject.FindGameObjectsWithTag("wall");
Vector3 position = playerObject.transform.position;
foreach(GameObject currentObject in objectArray)
{
Vector3 distanceCheck = currentObject.transform.position - position;
float currentDistance = distanceCheck.sqrMagnitude;
if (currentDistance < distance)
{
closestObject = currentObject;
distance = currentDistance;
}
}
return closestObject;
}
private void Update()
{
findNearestWall ();
moveVector = Vector3.zero;
if (controller.isGrounded)
{
verticalVelocity = -0.5f;
}
else
{
verticalVelocity -= gravity * Time.deltaTime;
}
if (Input.GetMouseButton (0)) {
if (!nearWall) {
if (Input.mousePosition.x > Screen.width / 2)
moveVector.x = speed;
else
moveVector.x = -speed;
}
else
{
moveVector.x = transform.forward.x * speed;
transform.Rotate(new Vector3(0, -90, 0));
}
}
moveVector.y = verticalVelocity;
moveVector.z = transform.forward.z * speed;
controller.Move (moveVector * Time.deltaTime);
}
}
One thing is that you are not calling getNearestWall() method - which is actually changing the flag - anywhere.
And second why don't you just try:
currentDistance = Vector3.Distance(currentObject.transform.position, position);
When calculating distance
first of all you need to call getNearestWall(); inside the Update() method ( after findNearestWall() of course ). also what you are doing now is getting the minimal distance the player reached in the whole game. you might want to add distance = Mathf.Infinity; in top of findNearestWall() so it will something like this:
GameObject findNearestWall()
{
GameObject[] objectArray;
objectArray = GameObject.FindGameObjectsWithTag("wall");
distance = Mathf.Infinity;
Vector3 position = playerObject.transform.position;
foreach (GameObject currentObject in objectArray)
{
Vector3 distanceCheck = currentObject.transform.position - position;
float currentDistance = distanceCheck.sqrMagnitude;
if (currentDistance < distance)
{
closestObject = currentObject;
distance = currentDistance;
}
}
return closestObject;
}
now whenever you get near a wall it should print Near wall!
note:
also you are calling FindObjectsWithTag() at an Update method which might significantly drain your processing power. you might want to avoid that by declaring a private GameObject[] objectArray in the class.
and then use objectArray = GameObject.FindGameObjectsWithTag("wall"); once at Awake() or Start()

Unity, First time using a script in c# it's working fine then after few times getting null exception why?

I have a ThirdPersonController in the Hierarchy.
Then i'm adding to it a Nav Mesh Agent.
The dragging to it the scrip in c#.
Then in the Inspector i'm adding in the script part the agent.
Then baking.
And it was working more or less with some stuttering but was working.
The character ThirdPersonController walked automatic to specific point in this case to a cylinder i have on my Terrain.
I can't figure out why first time/s it's working fine but then now i have this error.
This is the script i'm using for the automatic walk:
using System.Collections;
using UnityStandardAssets.Characters.ThirdPerson;
public class BasicAi : MonoBehaviour {
public NavMeshAgent agent;
public ThirdPersonCharacter character;
public enum State {
PATROL,
CHASE
}
public State state;
private bool alive;
// Variables for patrolling
public GameObject[] waypoints;
private int waypointInd = 0;
public float patrolSpeed = 0.5f;
// Variable for chasing
public float chaseSpeed = 1f;
public GameObject target;
// Use this for initialization
void Start () {
agent = GetComponent<NavMeshAgent> ();
character = GetComponent<ThirdPersonCharacter>();
agent.updatePosition = true;
agent.updateRotation = false;
state = BasicAi.State.PATROL;
alive = true;
StartCoroutine ("FSM");
}
IEnumerator FSM()
{
while (alive)
{
switch (state)
{
case State.PATROL:
Patrol ();
break;
case State.CHASE:
Chase ();
break;
}
yield return null;
}
}
void Patrol()
{
agent.speed = patrolSpeed;
if (Vector3.Distance (this.transform.position, waypoints [waypointInd].transform.position) >= 2) {
agent.SetDestination (waypoints [waypointInd].transform.position);
character.Move (agent.desiredVelocity, false, false);
} else if (Vector3.Distance (this.transform.position, waypoints [waypointInd].transform.position) <= 2) {
waypointInd += 1;
if (waypointInd > waypoints.Length) {
waypointInd = 0;
}
}
else
{
character.Move (Vector3.zero, false, false);
}
}
void Chase()
{
agent.speed = chaseSpeed;
agent.SetDestination (target.transform.position);
character.Move (agent.desiredVelocity, false, false);
}
void OnTriggerEnter(Collider coll)
{
if (coll.tag == "Player")
{
state = BasicAi.State.CHASE;
target = coll.gameObject;
}
}
// Update is called once per frame
void Update () {
}
And the exception error message is:
NullReferenceException: Object reference not set to an instance of an object
UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter.CheckGroundStatus () (at Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs:215)
UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter.Move (Vector3 move, Boolean crouch, Boolean jump) (at Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs:54)
BasicAi.Patrol () (at Assets/My Scripts/BasicAi.cs:72)
BasicAi+<FSM>c__Iterator0.MoveNext () (at Assets/My Scripts/BasicAi.cs:55)
UnityEngine.MonoBehaviour:StartCoroutine(String)
BasicAi:Start() (at Assets/My Scripts/BasicAi.cs:43)
When i click on the error message in the Console window it's going to the ThirdPersonCharacter script. The script is from in Unity.
The error is on the line:
m_Animator.applyRootMotion = true;
And this is the ThirdPersonCharacter script where the error is:
using UnityEngine;
namespace UnityStandardAssets.Characters.ThirdPerson
{
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(CapsuleCollider))]
[RequireComponent(typeof(Animator))]
public class ThirdPersonCharacter : MonoBehaviour
{
[SerializeField] float m_MovingTurnSpeed = 360;
[SerializeField] float m_StationaryTurnSpeed = 180;
[SerializeField] float m_JumpPower = 12f;
[Range(1f, 4f)][SerializeField] float m_GravityMultiplier = 2f;
[SerializeField] float m_RunCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others
[SerializeField] float m_MoveSpeedMultiplier = 1f;
[SerializeField] float m_AnimSpeedMultiplier = 1f;
[SerializeField] float m_GroundCheckDistance = 0.1f;
Rigidbody m_Rigidbody;
Animator m_Animator;
bool m_IsGrounded;
float m_OrigGroundCheckDistance;
const float k_Half = 0.5f;
float m_TurnAmount;
float m_ForwardAmount;
Vector3 m_GroundNormal;
float m_CapsuleHeight;
Vector3 m_CapsuleCenter;
CapsuleCollider m_Capsule;
bool m_Crouching;
void Start()
{
m_Animator = GetComponent<Animator>();
m_Rigidbody = GetComponent<Rigidbody>();
m_Capsule = GetComponent<CapsuleCollider>();
m_CapsuleHeight = m_Capsule.height;
m_CapsuleCenter = m_Capsule.center;
m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
m_OrigGroundCheckDistance = m_GroundCheckDistance;
}
public void Move(Vector3 move, bool crouch, bool jump)
{
// convert the world relative moveInput vector into a local-relative
// turn amount and forward amount required to head in the desired
// direction.
if (move.magnitude > 1f) move.Normalize();
move = transform.InverseTransformDirection(move);
CheckGroundStatus();
move = Vector3.ProjectOnPlane(move, m_GroundNormal);
m_TurnAmount = Mathf.Atan2(move.x, move.z);
m_ForwardAmount = move.z;
ApplyExtraTurnRotation();
// control and velocity handling is different when grounded and airborne:
if (m_IsGrounded)
{
HandleGroundedMovement(crouch, jump);
}
else
{
HandleAirborneMovement();
}
ScaleCapsuleForCrouching(crouch);
PreventStandingInLowHeadroom();
// send input and other state parameters to the animator
UpdateAnimator(move);
}
void ScaleCapsuleForCrouching(bool crouch)
{
if (m_IsGrounded && crouch)
{
if (m_Crouching) return;
m_Capsule.height = m_Capsule.height / 2f;
m_Capsule.center = m_Capsule.center / 2f;
m_Crouching = true;
}
else
{
Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
{
m_Crouching = true;
return;
}
m_Capsule.height = m_CapsuleHeight;
m_Capsule.center = m_CapsuleCenter;
m_Crouching = false;
}
}
void PreventStandingInLowHeadroom()
{
// prevent standing up in crouch-only zones
if (!m_Crouching)
{
Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
{
m_Crouching = true;
}
}
}
void UpdateAnimator(Vector3 move)
{
// update the animator parameters
m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime);
m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime);
m_Animator.SetBool("Crouch", m_Crouching);
m_Animator.SetBool("OnGround", m_IsGrounded);
if (!m_IsGrounded)
{
m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y);
}
// calculate which leg is behind, so as to leave that leg trailing in the jump animation
// (This code is reliant on the specific run cycle offset in our animations,
// and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5)
float runCycle =
Mathf.Repeat(
m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1);
float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount;
if (m_IsGrounded)
{
m_Animator.SetFloat("JumpLeg", jumpLeg);
}
// the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector,
// which affects the movement speed because of the root motion.
if (m_IsGrounded && move.magnitude > 0)
{
m_Animator.speed = m_AnimSpeedMultiplier;
}
else
{
// don't use that while airborne
m_Animator.speed = 1;
}
}
void HandleAirborneMovement()
{
// apply extra gravity from multiplier:
Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity;
m_Rigidbody.AddForce(extraGravityForce);
m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f;
}
void HandleGroundedMovement(bool crouch, bool jump)
{
// check whether conditions are right to allow a jump:
if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded"))
{
// jump!
m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z);
m_IsGrounded = false;
m_Animator.applyRootMotion = false;
m_GroundCheckDistance = 0.1f;
}
}
void ApplyExtraTurnRotation()
{
// help the character turn faster (this is in addition to root rotation in the animation)
float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount);
transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0);
}
public void OnAnimatorMove()
{
// we implement this function to override the default root motion.
// this allows us to modify the positional speed before it's applied.
if (m_IsGrounded && Time.deltaTime > 0)
{
Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;
// we preserve the existing y part of the current velocity.
v.y = m_Rigidbody.velocity.y;
m_Rigidbody.velocity = v;
}
}
void CheckGroundStatus()
{
RaycastHit hitInfo;
#if UNITY_EDITOR
// helper to visualise the ground check ray in the scene view
Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance));
#endif
// 0.1f is a small offset to start the ray from inside the character
// it is also good to note that the transform position in the sample assets is at the base of the character
if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance))
{
m_GroundNormal = hitInfo.normal;
m_IsGrounded = true;
m_Animator.applyRootMotion = true;
}
else
{
m_IsGrounded = false;
m_GroundNormal = Vector3.up;
m_Animator.applyRootMotion = false;
}
}
}
}

Jumping at an angle with Unity and C#

I'm working on a project where I'm trying to make my character move by jumping at an angle. Right now during the frame updates, the character will pivot back and forth and when the right key is pressed, they will jump. This code causes them to jump at an angle, but they always return to their original position.
Additionally, I have two characters who start on opposite sides of the stage, but when I start the game they teleport to the same position. I've spent a lot of time reviewing my code but I can't seem to get this to work. Any help you can provide?
using UnityEngine;
using System.Collections;
public class Freg : MonoBehaviour {
public GameObject Tounge;
public float gravity;
public float tempScale = 1;
public float MaxJump = 8f;
public float MinJump = 0.1f;
static float yVector = 0;
static float xVector = 0;
static bool grounded = true;
bool isleft = false;
Vector3 farthestleft;
Vector3 farthestright;
// Use this for initialization
void Start () {
farthestleft = new Vector3 (-33.7f, 50.2f, 24.8f);
farthestright = new Vector3 (22.56f, 54.83f, -15.12f);
}
void OnTriggerEnter (Collider other) {
if (other.GetComponent<Collider> ().tag == "Ground") {
grounded = true;
yVector = 0;
//xVector = 0;
Vector3 onGround = new Vector3 (transform.position.x, -4.86f, transform.position.z);
transform.position = onGround;
} else
grounded = false;
}
// Update is called once per frame
void Update () {
/*if (Input.GetKey (KeyCode.UpArrow) == true) {
Tounge.transform.localScale.Set (1, 0.5f, 1);
} else {
Tounge.transform.localScale.Set (1, 1, 1);
}*/
if (grounded == false) {
yVector -= gravity;
}
if (Input.GetKeyDown (KeyCode.UpArrow) == true && grounded == true) {
MinJump += 0.5f;
} else if (MinJump > 0.1f){
yVector += MinJump;
xVector += MinJump;
MinJump = 0.1f;
grounded = false;
}
Vector3 stuff = new Vector3 (transform.localPosition.y + xVector, transform.position.y + yVector, transform.position.z);
transform.position = stuff;
float t = Mathf.PingPong (Time.time * 0.5f * 2.0f, 1.0f);
transform.eulerAngles = Vector3.Lerp (farthestright, farthestleft, t);
}
}
it looks like you should update the current position during the if statements, rather than after that way on each update, the actual position is moving based on the decision rather than just the end of the loop.

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