Needed help here, I've been following this tutorial about Enemy Patrolling, https://www.youtube.com/watch?v=KKU3ejp0Alg
The tutorial tell us to set 2 Empty Game Objects and the coordinates so the sprite will walk from one direction to another, the walking does working, however the rotation of the sprite became really weird, the 'Worm' sprite is suppose to move left and right now it change into facing upward
Please look at this image,
When moving from left to right
When moving from right to left
public Transform[] patrolPoints;
public float speed;
Transform currentPatrolPoint;
int currentPatrolIndex;
// Use this for initialization
void Start()
{
currentPatrolIndex = 0;
currentPatrolPoint = patrolPoints[currentPatrolIndex];
}
// Update is called once per frame
void Update()
{
transform.Translate(Vector3.up * Time.deltaTime * speed);
if (Vector3.Distance(transform.position, currentPatrolPoint.position) < .1f) {
if (currentPatrolIndex + 1 < patrolPoints.Length)
currentPatrolIndex++;
else
currentPatrolIndex = 0;
currentPatrolPoint = patrolPoints[currentPatrolIndex];
}
Vector3 patrolPointDir = currentPatrolPoint.position - transform.position;
float angle = Mathf.Atan2(patrolPointDir.y, patrolPointDir.x) * Mathf.Rad2Deg - 90f;
Quaternion q = Quaternion.AngleAxis(angle, Vector3.forward);
transform.rotation = Quaternion.RotateTowards(transform.rotation, q, 180f);
}
This is the code
Thank you
You can pass the optional parameter Space.World to your translation to move your object relative to world space instead of object space. That should prevent your object from rotating.
transform.Translate(Vector3.up * Time.deltaTime * speed, Space.World);
You can read more about it in the documentation.
You probably rotated the enemy sprite by 90 degrees. Try placing all your scripts into empty game object with no rotation, than place the enemy sprite as child of the empty game object and rotate as you need. This way your logic won't collide with your graphics.
Related
I am creating a Jump and run game but you are driving with a car. I use the the Wheel Joint 2D collider and I am also able to jump. Here is my code for the movement:
void Update()
{
movement = Input.GetAxis("Horizontal");
if (Input.GetButtonDown("Jump") && IsGrounded())
{
carRb.velocity = new Vector2(carRb.velocity.x, jumpForce);
}
if (Input.GetButtonUp("Jump") && carRb.velocity.y > 0f)
{
carRb.velocity = new Vector2(carRb.velocity.x, carRb.velocity.y * 0.5f);
}
}
private void FixedUpdate()
{
backTire.AddTorque(-movement * speed * Time.fixedDeltaTime);
frontTire.AddTorque(-movement * speed * Time.fixedDeltaTime);
carRb.AddTorque(-movement * carTorque * Time.fixedDeltaTime);
}
It works just fine but when I am fast and jump I rotate completely around my own axis and I land on my head and can't move anymore. Therefore I want to limit the rotation of the z-axis to a certain degree so that it won't happen anymore. I looked up how to do it but it doesn't fit for my car-context. Do you have any idea?
I would be very grateful
You have multiple options to solve this:
Freeze the rotation axis on the rigibody (very limiting option)
Detect the faulty position as "upside-down + grounded" and respawn the vehicle after 2s
Forcefully rotate the vehicle back to normal rotation when it's grounded (not in air anymore, so you still allow flips in the air)
Limit the angle via script.
Last thing could be done like this:
Vector3 eulerRot = rb.rotation.eulerAngles; // read current rotation
eulerRot.z = Mathf.Clamp(eulerRot .y, minRotation, maxRotation); // clamp it only on z axis.
rb.rotation = Quaternion.Euler(eulerRot); // set clamped rotation
I just started with unity and followed thair 2D UFO example project.
In an effort to extend it, I came up with a quirky way of contolling my Player.
It always moves in circular paths and once I click a button, the circle's direction changes and the imaginary circle center is tanslated as shown in the picture below. That allows you to move in a figure 8 or S shape pattern and is quite fun.
However, once I figured out how to do this motion, the player object did not have any collision detection anymore.
In the original example the whole movemet handling is done within FixedUpdate(). I, however, use Update() since the former does not seem to work at all with my code (i.e. no movement at all).
This is my code for the movement so far:
public class ControlledRotation : MonoBehaviour
{
public float radius = 3f;
public float speed = 3f;
private float timeCounter = 0;
private float direction = 1f;
private Vector3 offset;
private Rigidbody2D rb2d;
void Start()
{
offset = transform.position;
}
void Update()
{
if (Input.GetKeyDown(KeyCode.RightArrow))
{
//change the offset from the circle center and the rotation direction on keypress
offset += new Vector3(Mathf.Cos(timeCounter), Mathf.Sin(timeCounter), 0) * radius * direction * 2;
direction *= -1;
}
timeCounter += Time.deltaTime * direction * speed;
transform.position = new Vector3(Mathf.Cos(timeCounter), Mathf.Sin(timeCounter)) * radius * direction + offset;
}
}
The Plyer object has a Rigidbody 2D and a Circle Collider 2D. The walles it should collide with have Box Collider 2D. Yet, the UFO can simply pass the walls.
I assume a probable cause in the fact that I simply change transform.position or since im using Update/FixedUpdate wrong.
If you happen to have any advice on how I can keep my chosen movement control mechanism and still be able to collide with objects, I'd highly appreciate it :)
Edit:
I feel I need to go with using the rigidbody and applying some force... but I haven't figured out how to reproduce this movement with forces and also forces seem to not be super crisp in response
When you need to move an object that has a Rigidbody, you need to move it using forces, you cannot do it with just transform.position, it ignores physics. that's why you cannot detect the collision.. I suggest you move it like that. I have some examples when I had to move a character that needed to interact with physics.
gameObject.GetComponent<Rigidbody>().velocity = Vector3.zero;
And this one is for moving it in certain directions:
//Keys for controlling the player (move and shoot) only when he's alive
if (Input.GetKey(KeyCode.UpArrow) && alive)
{
GetComponent<Rigidbody>().MovePosition(transform.position + Vector3.forward * Time.deltaTime * 4);
}
if (Input.GetKey(KeyCode.DownArrow) && alive)
{
GetComponent<Rigidbody>().MovePosition(transform.position + Vector3.back * Time.deltaTime * 4);
}
I hope it helps.. greetings :)
I am trying to instantiate a prefab, a fireball, from a baddie, and at the time of instantiation pass the current player position to the fireball and use this to target the fireball at the player. The fireball translates/moves forward on its transform.forward vector. Thus the fireball should head from the baddie towards the player's position at the time the fireball was created.
What I am finding is that the direction is being set (via the transform.lookat() function on the fireball), but it is almost always the wrong direction. It is not 90 or 180 off. How much it is off by depends on where the player is in respect to the baddie. The pattern is symmetrical around the z axis.
Assuming the baddie is at (0,0,0):
when the player is at (0,0,10) the fireballs head directly towards the player
when the player is at (0,0,-10) the fireballs head away from the player (180 degrees. The exact opposite direction. The same direction as when the player was at (0,0,10))
when the player is at (10,0,0) the fireballs head 90 degrees away from the player (to the players right if facing the baddie)
when the player is at (-10,0,0) the fireballs head 90 degrees away from the player (to the players left if facing the baddie)
These values move smoothly as the player moves through these angles. It only ever hits the player in one direction.
I have tried the following (some of these were probably not required):
re-import all assets
create new project on a new machine to reproduce the issue.
I've tried setting the lookat variable to be:
player transform
the vector 3 world coordinate of the player (this is what is in the code below)
player.transform.position - baddie.transform.position
baddie.transform.position - player.transform.position
These all yield the same results.
Here is my code.
Code to Instantiate the fireball from the baddie.
public class Baddie : MonoBehaviour {
public GameObject fireballPrefab;
public GameObject playerGameObject;
public float countDownForFireball;
private float currentCountDownForFireball;
void Start () {
playerGameObject = GameObject.FindGameObjectWithTag("Player");
currentCountDownForFireball = 0;
}
void Update () {
if(currentCountDownForFireball <= 0)
{
GameObject newFireball = GameObject.Instantiate(fireballPrefab, transform.position, Quaternion.identity);
newFireball.GetComponent<Fireball>().SetTarget(playerGameObject.transform.position);
currentCountDownForFireball = countDownForFireball;
}
else
{
currentCountDownForFireball -= Time.deltaTime;
}
}
}
Code on the fireball
public class Fireball : MonoBehaviour {
private float moveSpeed;
private Vector3 target;
// Use this for initialization
void Start () {
moveSpeed = 15f;
}
// Update is called once per frame
void Update (){
transform.Translate(transform.forward * Time.deltaTime * moveSpeed);
}
public void SetTarget(Vector3 newTarget){
target = newTarget;
transform.LookAt(target);
}
}
The error is in the usage of Transform.Translate. Its secondary parameter is a Space argument that defaults to Space.Self. You want the space of your direction to match the space you're translating in so you want to pass in Space.World:
// transform.forward is the transform's forward vector in "world space"
transform.Translate(transform.forward * Time.deltaTime * moveSpeed, Space.World);
Alternatively, you can keep using the default Space.Self with Vector3.forward instead of transform.forward:
// Vector3.forward is (0,0,1). In "self space" this is "forward"
transform.Translate(Vector3.forward * Time.deltaTime * moveSpeed); // Space.Self
Im trying to get a sprite rotation by key input (arrow down or up).
The point is lifting the arrow (sprite) to choose the angle. Its like a system of a golf game, actually.
So far i tried:
void Update () {
if (Input.GetKey(KeyCode.UpArrow)){
transform.Rotate (Vector3.forward * -2); }
if (Input.GetKey(KeyCode.DownArrow)){
transform.Rotate (Vector3.forward * +2); }
}
I will need the angle, since it will be related to a "shot" part i will be doing next. My point is setting the right angle with the keys up and down.
I can move the "arrow" sprite with my code, but i cannot set the max angle (90), minimum (0) and get the angle to use in the shot ^^
Hard question to answer without just simply giving you the code. This code works by assuming your character's forward vector is actually it's right vector (common in 2d sprite games) in order to shoot in the other direction, rotate your objects y axis 180.
float minRotation = 0f;
float maxRotation = 90f;
float rotationSpeed = 40f; //degrees per second
//get current rotation, seeing as you're making a sprite game
// i'm assuming camera facing forward along positive z axis
Vector3 currentEuler = transform.rotation.eulerAngles;
float rotation = currentEuler.z;
//increment rotation via inputs
if (Input.GetKey(KeyCode.UpArrow)){
rotation += rotationSpeed * Time.deltaTime;
}
else if (Input.GetKey(KeyCode.DownArrow)){
rotation -= rotationSpeed * Time.deltaTime;
}
//clamp rotation to your min/max
rotation = Mathf.Clamp(rotation, minRotation, maxRotation );
//set rotation back onto transform
transform.rotation = Quaternion.Euler( new Vector3(currentEuler.x, currentEuler.y, rotation));
If you were making a golf game, you'd set the ball's velocity to be transform.right * shotPower
Currently I have the following code, and it works 100% for a 3D game, but I can't get it to work for a 2D game.
What it is supposed to do, is once the object gets to the waypoint, it is supposed to rotate towards the new waypoint. What is actually happening is that it is rotating around the x and y axis, and not the z axis. What can I do to make it only rotate on the z axis? The object is supposed to turn as it moves forward based on the turn speed. It shouldn't be an instant turn, unless the turnspeed is a high number. But anyways, again I ask how do I get this code to only roate on the z axis?
void Update () {
if(toWaypoint > -1){
Vector3 targetDir = wayPoints[toWaypoint].position - transform.position;
Vector3 newDir = Vector3.RotateTowards(transform.forward, targetDir, turnSpeed * Time.deltaTime, 0.0f);
transform.rotation = Quaternion.LookRotation(newDir);
}
if(!usePhysics && toWaypoint != -1){
transform.Translate(Vector3.forward * Time.deltaTime * speed);
next();
}
}
Look rotation is not dependable for 2D games as the forward axis is different. One workaround is to parent the sprite to an empty GameObject with the z axis (blue arrow) pointed in the direction that the sprite will be rotating.
Looks like you're using Unity3D, which leaves me wondering why you're messing around with the Z-axis in the first place if you're making a game in 2D editing mode. The Z-axis does literally nothing in that mode, unless you set your two axes to include it somehow. My suggestion to you is to switch to 2D editing if you haven't already, then use Vector2s instead of Vector3s.
Also, try using one of the other axes as your axis of rotation (transform.right or .up instead of .forward).
I found what I was looking for:
void Update () {
if(toWaypoint > -1){
Vector3 vectorToTarget = wayPoints[toWaypoint].position - transform.position;
float angle = Mathf.Atan2(vectorToTarget.y, vectorToTarget.x) * Mathf.Rad2Deg;
Quaternion q = Quaternion.AngleAxis(angle, Vector3.forward);
transform.rotation = Quaternion.Slerp(transform.rotation, q, Time.deltaTime * turnSpeed);
}
if(!usePhysics && toWaypoint != -1){
transform.Translate(Vector3.right * Time.deltaTime * speed);
next();
}
}