Sorry if the title is confusing. Basically, what I'm trying to do is make sure the player is grounded (so they can jump again), problem is in my game there will be convex shapes that the player could land on.
The current way I'm doing this is with a raycast, but since the single raycast could only come from somewhere like the centre, I made it so the raycast was going along the bottom of the player instead (this removed the problem where the player couldn't jump if more than half of their body was off a platform).
The raycast along the bottom however made it so if I tried to jump while on a shape like a ramp, it would cause me to go incredibly high, which I don't want.
Can anyone help me fix this?
Code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CharacterMovement : MonoBehaviour {
public Rigidbody2D rBody;
[Range(1, 10)]
public int Speed;
private float lastDistance;
public bool isGrounded = true;
private LayerMask environment;
void Start () {
environment = LayerMask.GetMask("Environment");
}
void FixedUpdate() {
// Check if the user is attempting to jump
if (Input.GetKey(KeyCode.A)) {
rBody.velocity = new Vector2(-Speed, rBody.velocity.y);
}
if (Input.GetKey(KeyCode.D)) {
rBody.velocity = new Vector2(Speed, rBody.velocity.y);
}
if (Input.GetKey(KeyCode.Space)) {
RaycastHit2D hit2D = Physics2D.Raycast(rBody.position+new Vector2(0,-1.5f), Vector2.right,1f,environment);
if (hit2D) {
if (hit2D.distance < lastDistance) {
lastDistance = hit2D.distance;
}
else {
lastDistance = 100f;
rBody.AddForce(new Vector2(0, 10), ForceMode2D.Impulse);
}
}
}
}
}
What happens if you try with Input.GetKeyDown(KeyCode.Space)?
Unless the game design it to keep jumping as long as you press space, this might be the reason you are jumping extra high.
If the Raycast solution is still wonky, another way of detecting if the player is grounded is using a Collider for the floor and a flag that tells you when you're colliding with it (you can set this flag using OnCollisionEnter/Exit or OnTriggerEnter/Exit)
Related
I've been trying to set an enemy on a patrol path while not chasing my player character. I want to use RayCast so that the enemy can spot the player and begin to chase the player. It functions as I intended. However, even when there's an obstacle or wall between us, or when I approach from behind, the enemy 'sees' my player and starts to chase me. It seems to ignore the Raycast, and instead focuses on the proximity to the enemy.
Enemy spotting player through wall
public class EnemyController : MonoBehaviour
{
private NavMeshAgent enemy;// assaign navmesh agent
private Transform playerTarget;// reference to player's position
private float attackRadius = 10.0f; // radius where enemy will spot player
public Transform[] destinationPoints;// array of points for enemy to patrol
private int currentDestination;// reference to current position
public bool canSeePlayer = false;
private Ray enemyEyes;
public RaycastHit hitData;
private void Awake()
{
enemy = GetComponent<NavMeshAgent>();
playerTarget = GameObject.Find("Player").GetComponent<Transform>();
enemyEyes = new Ray(transform.position, transform.forward);
}
private void Start()
{
Physics.Raycast(enemyEyes, attackRadius);
}
private void Update()
{
Lurk();
Debug.DrawRay(transform.position, transform.forward * attackRadius);
}
void Lurk()
{
Debug.Log("Lurking");
float distanceToPlayer = Vector3.Distance(transform.position, playerTarget.position);
//check if raycast hits playerLayer and enemy is close enough to attack
if (Physics.Raycast(enemyEyes, out hitData, attackRadius * 2, layerMask: ~6) && distanceToPlayer < attackRadius)
{
Debug.Log("You hit " + hitData.collider.gameObject.name);
ChasePlayer();
}
else
{
canSeePlayer = false;
Patrol();
}
}
void Patrol()
{
if (!canSeePlayer && enemy.remainingDistance < 0.5f)
{
enemy.destination = destinationPoints[currentDestination].position;
UpdateCurrentPoint();
}
}
void UpdateCurrentPoint()
{
if (currentDestination == destinationPoints.Length - 1)
{
currentDestination = 0;
}
else
{
currentDestination++;
}
}
void ChasePlayer()
{
StartCoroutine(ChaseTime());
canSeePlayer = true;
transform.LookAt(playerTarget.position);
Vector3 moveTo = Vector3.MoveTowards(transform.position, playerTarget.position, attackRadius);
enemy.SetDestination(moveTo);
}
IEnumerator ChaseTime()
{
Debug.Log("Chasing");
yield return new WaitForSeconds(10.0f);
if (!Physics.Raycast(enemyEyes, out hitData, attackRadius * 2, layerMask: ~6))
{
canSeePlayer = false;
Debug.Log("Lurking");
Lurk();
}
}
}
I've removed the tilde "~" for the layermask, but then the enemy doesn't ever see the player.
I've initialised and set a layer mask reference to the 'playerLayer' and used it in place of "layermask: ~6", to no avail.
I've used the int reference to the Player layer, to no avail.
I've used bitwise operator to reference the player layer, to no avail.
I've removed the distanceToPlayer conditional, but the enemy doesn't see the player.
I've adjusted the length of the Ray but if it's ever shorter than the attack radius, it doesn't work.
I don't understand why you need a layer mask. If you want the Raycast to hit something in front of the player then you must include all layers in the Raycast.
What you need to do is remove the layermask from Raycast and in the if statement check if the out hit collider is on Player and if the player is in attack radius. Here is a simple outline
If(raycast)
{
if(hit.collider.gameobject==player && player in proximity)
{
Then can see is true
}
}
You can give this article on Unity Raycast a read to understand more on layermask.
regarding player detection through a wall,I would try adding an extra if statement in the Lurk method.This condition would check if the raycast is touching the wall, if so, do not proceed with the method, if not, continue. Sorry for giving the code in this form but I don't have access to a computer and the phone doesn't want to cooperate
enter image description here
I'm creating a basic pool game in Unity with C#, what im trying to do is that if the cue ball is moving, the stick will disappear, and once it becomes stationary again, it will reappear to where the cue ball is located. This is my code so far:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class stickDeplacement : MonoBehaviour
{
public bool bIsOnTheMove = false;
Vector3 lastPos;
public GameObject Stick;
void Start()
{
}
void Update()
{
var stick = Instantiate(Stick, gameObject.transform.position, gameObject.transform.rotation);
if (this.transform.position != lastPos)
{
Destroy(stick);
Debug.Log("Is moving");
}
else
{
Debug.Log("Is not moving");
}
lastPos = this.transform.position;
}
}
But what happens is that the ball, along with the stick, will just spasm and be buggy right from the start (when I open and play the game). Am I missing something here?
This is extremely inefficient and dangerous!
Why instantiate a stick every frame just to eventually already destroy it in that very same frame? And if the ball is stationary you want an additional stick to be spawned every frame?
Instead of all the time instantiating and destroying it at all you should rather keep one stick and only (de)activate it.
In your case you could do this in a single line
bIsOnTheMove = transform.position == lastPos;
stick.SetActive(!bIsOnTheMove);
Also I doubt a lot you would like the stick to have the same rotation as a rolling ball! Of course this will behave awkward
Most certainly you do not simply want to clone the ball's orientation. I would e.g. try to determine the closest point of the table edge to the current ball's position (iterate through the wall colliders and use Collider.ClosestPoint) and let the stick face the direction from that edge point towars the ball position (+ maybe an offset in X so the stick is slightly inclined by default).
And finally you anyway do not want to assign that rotation every frame, since you most probably later want your users to be able to rotate that stick. You only want to apply this once when the ball becomes stationary.
Something like e.g.
// The stick is not a prefab anymore but simply always exists in the scene!
[SerializeField] private Transform stick;
[SerializeField] private Vector3 eulerOffset;
[SerializeField] private Collider[] wallColliders;
public bool bIsOnTheMove;
private Vector3 lastPos;
private void Start()
{
lastPos = transform.position;
}
private void Update()
{
// is the ball currently moving?
var isMoving = transform.position == lastPos;
last Post = transform.position;
// Did this state change since the last frame?
if(bIsOnTheMove == isMoving) return;
bIsOnTheMove = isMoving;
// (de)activate the stick accordingly
stick.gameObject.SetActive(!isMoving);
// Do this ONCE when ball becomes stanionary
if(!isMoving)
{
var ballPosition = transform.position;
// among the wall colliders find which one is closest to the ball
Vector3 closestPoint;
var smallestDistance = float.PositiveInifinity;
foreach(var wall in wallColliders)
{
var edgePoint = wall.ClosestPoint(ballPosition);
var distane = (edgePoint - ballPosition).sqrMagnitude;
if(distance < smallestDistance)
{
closestPoint = point;
smallestDistance = distance;
}
}
// then make the stick look towards the ball from that edge
var direction = ballPosition - closestPoint;
var rotation = Quaternion.LookRotation(direction);
// optional add the offset
rotation *= Quaternion.Euler(eulerOffset);
stick.rotation = rotation;
}
}
I'm starting to learn C# with Unity and I guess my code present some issues, the movement of my player works but not that good. Let me explain, I have a player at the bottom of the screen, moving only from left to right by itself, using transform.translate (I didn't used rigidbody) because on collision with the sides it stops, and is not a constant movement, the idea is that, once collides with the sides, it changes of direction, but same velocity.
The issue happens when the player colides with the walls (removed the mesh renderer to keep them transparent) but if at the same time you press the key to trigger also the change of direction the player gets stuck at the corner, as shown on this gif example:
Wait for the Player to get stuck at the corners, the gif takes like 15 secs.
And here's my actual Script for the Player
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PMovement : MonoBehaviour
{
public float playerSpeed = 8.0f;
void Update()
{
float moveX = playerSpeed * Time.deltaTime;
transform.Translate(moveX, 0, 0);
if (Input.GetKeyUp(KeyCode.Space))
{
playerSpeed = playerSpeed * -1;
}
}
void OnCollisionEnter(Collision target)
{
if (target.gameObject.tag.Equals("SideWalls") == true)
{
playerSpeed = playerSpeed * -1;
}
}
}
Your code looks ok for what you want to achieve. Unfortunately, in Unity it may not be enough to pin point the problem, as the code heavily depends on the setting from the editor. One possible solution to this or similar problems:
If you still have blocking colliders, (The collision functions need some sort of rigidbody.), or if you clamp your player's position, to stop overflow, the following can happen:
Collider on right side is hit
Player direction change to left
Space is hit while colliders are still touching
Player direction change to right again
There is no collider on right side left to start the colliderEnter event again.
In this case block your space recognition while the player is touching one side.
If you change direction when you hit the wall, but you press Space at just the right time, you'd end up inside the wall a bit most likely. Then it'd keep thinking it was entering the wall collision and reversing direction over and over. Here's what I'd do.
public class PMovement : MonoBehaviour
{
private List<GameObject> Collisions = new List<GameObject>();
public float playerSpeed = 8.0f;
void Update()
{
float moveX = playerSpeed * Time.deltaTime;
transform.Translate(moveX, 0, 0);
if (Collisions.Count <= 0 && Input.GetKeyUp(KeyCode.Space))
{
playerSpeed = playerSpeed * -1;
}
}
void OnCollisionEnter(Collision target)
{
if (!Collisions.Contains(target.gameObject) && target.gameObject.tag.Equals("SideWalls") == true)
{
Collisions.Add(target.gameObject);
playerSpeed = playerSpeed * -1;
}
}
void OnCollisionExit(Collision target)
{
if (Collisions.Contains(target.gameObject)) {
Collisions.Remove(target.gameObject);
}
}
}
By keeping a list of wall objects you're inside, you can disallow the space bar if you're inside a wall. Keep in mind there's probably better ways to do the things you're doing, but this should fix the issue you're having for now.
I am currently programming a game where the player must tilt their phone to rotate the world so they can navigate through a maze. This is proving difficult as when I rotate the phone the sprite flies off screen.
I am assuming this is to do with the forces between the character's and the world's colliders which ends up launching the character.
However, I want the character to have gravity follow the players relative down direction so that when the character rotates it falls the direction of its feet.
Therefore, how should I rotate the direction of gravity to be relative to the sprite's direction and prevent the player from flying off when rotating?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GyroController : MonoBehaviour {
private Gyroscope Gyro ;
private float rotation;
private Vector3 startEulerAngles;
private Vector3 startGyroAttitudeToEuler;
public GameObject Player = null;
private void Awake () {
if (SystemInfo.supportsGyroscope) {
Gyro = Input.gyro;
Gyro.enabled = false;
startEulerAngles = transform.eulerAngles;
startGyroAttitudeToEuler = Input.gyro.attitude.eulerAngles;
Debug.Log("Gyro Enabled");
}
else {
Debug.Log("No Gyro Detected");
}
}
private void Update()
{
Vector3 deltaEulerAngles = Input.gyro.attitude.eulerAngles - startGyroAttitudeToEuler;
deltaEulerAngles.x = 0.0f;
deltaEulerAngles.y = 0.0f;
Player.transform.eulerAngles = startEulerAngles - deltaEulerAngles;
}
}
So far I have only tried one method of changing the direction of gravity which involves moving the center of gravity which only made the character fall through other colliders. Hence, my gravity code is not included in this snippet.
I am not asking for the code to be made for me, just a direction for me to look in as i've hit a dead end using rigidbody2d
Thankyou.
In my game for pong, the ball is supposed to bounce and never become slower. However, the ball is steadily slowing down over time. I will put an image of the ball object and the scripts.
Here is the ball properties on the left
Here is the ball script
using UnityEngine;
using System.Collections;
public class Ball : MonoBehaviour
{
public float ballVelocity = 3000;
Rigidbody rb;
bool isPlay;
int randInt;
void Awake()
{
rb = GetComponent<Rigidbody>();
randInt = Random.Range(1,3);
}
void Update()
{
if (Input.GetMouseButton(0) && isPlay == false)
{
transform.parent = null;
isPlay = true;
rb.isKinematic = false;
if (randInt == 1)
{
rb.AddForce(new Vector3(ballVelocity, ballVelocity, 0));
}
if (randInt == 2)
{
rb.AddForce(new Vector3(-ballVelocity, -ballVelocity, 0));
}
}
}
}
and here is the bounce physics image
and since I have no idea why it won't work, here is my physics project settings
The reason why this is happening is because of the randomness being added. All it takes is it to hit harder in one direction one than the opposite direction. Eventually, idk after how long of a time, but it will finally settle at a velocity of 0. To fix this, you need to remove the drag coefficient if you haven't already. Next, you need to clear whatever the current velocity is from the ball. "rigidbody.velocity = Vector3.zero;" should do it for you. After that, you can either generate a new velocity directly using some maths that I do not know off of my head, or add a new force that is no longer dependent on the previous condition of the ball. I hope this helps, and if not, leave a comment and let's see if we can't find a better solution :)