Where the bullet spawns when I shoot
Hi, for some reasons my bullet won't spawn where I tell it to.
The spawn point is at the end of my barrel, I take its transform position and rotation when I instantiate the bullet, but it spawns higher than the gun (way higher).
Here's the code that I have:
Animation anim; // Gun animation when shooting
AudioSource gunSound; // Gun sound when firing
public Rigidbody bullet; // I get the rigidbody of the bullet that will be spawned
public Transform spawnPoint; // The position of where it is supposed to spawn
void Start()
{
anim = GetComponent<Animation>();
gunSound = GetComponent<AudioSource>();
}
void Update()
{
if (Input.GetButtonDown("Fire1")) // If the left mouse button is clicked
{
Rigidbody bulletInstance;
bulletInstance = Instantiate(bullet, spawnPoint.position, spawnPoint.rotation) as Rigidbody; // This is where I don't understand why?!?!
bulletInstance.AddForce(spawnPoint.forward * 1000f);
gunSound.Play();
//anim.Play("GunShot4");
}
}
Help :)
It can happen, that the origin of the bullet is not at the middle of the model.
Related
I have been working on a 2d top down rpg game and I have added walking animations etc, I want to stop the player from doing a walking animation when they hit a wall and currently I have a box collider with a ray cast, the ray cast originally hit the player box collider when walking down but after using a layermask this has stopped, however while walking left and right work perfectly two issues occur that I cannot seem to fix. First, when walking up or down into a tilemap that is on the collision layer (this tilemap has tilemap collider which will stop the player from walking through them) the animation still plays, and second the player will only collide once instead of repeatedly when hitting the tilemap when two tiles are placed back to back, here is my code for collision, the tiles that are for collision are on layer 6.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerScript : MonoBehaviour
{
public float moveSpeed;
private Animator ani;
private bool isMoving;
private Vector2 lastMove;
private Rigidbody2D body;
private Vector2 movement;
private LayerMask wallLayer = 1 << 6;
// Start is called before the first frame update
void Start()
{
body = GetComponent<Rigidbody2D>();
ani = GetComponent<Animator>();
movement = Vector2.zero;
isMoving = false;
}
// Update is called once per frame
void Update() {
isMoving = false;
movement = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
RaycastHit2D ray = Physics2D.Raycast(body.position, movement, 0.6f, wallLayer);
if((movement.x != 0f || movement.y != 0f) && !(ray && ray.collider.tag == "wall")) {
isMoving = true;
lastMove = movement;
}
ani.SetFloat("MoveX", movement.x);
ani.SetFloat("MoveY", movement.y);
ani.SetFloat("LastX", lastMove.x);
ani.SetFloat("LastY", lastMove.y);
ani.SetBool("IsMoving", isMoving);
}
void FixedUpdate() {
body.MovePosition(body.position + movement * moveSpeed * Time.deltaTime);
}
}
The code looks fine. Most likely, the issue is with your configuration of the AnimatorController.
Do you have transitions in place for (for example) coming from the walk animation back to idle?
I am a starter in Unity and developing a soccer game. I have a problem ,my IF statements conflict each other. Let me explain it in detail.
In order for a ball to stick to player, I have used IF operator, so whenever the distance between the player and the ball is less than < 0.5 , the ball sticks to player and move together with it. Now when I try to set up shooting the ball (I try with "addforce") it doesnt let me, cause the ball is still attached to player and distance is <0.5.
This one is the balls script.
public bool sticktoplayer;
public transform player;
//gameobject Player is attached
float distancetoplayer;
Rigidbody rb;
//balls rigidbody
void Awake ()
{
rb = getComponent<Rigidbody>();
}
void Update()
{
If (!sticktoplayer)
{
float distancetoplayer = Vector3.Distance (player.position, transform.position);
if(distancetoplayer < 0.5f)
{
sticktoplayer = true;
}
}
else
{
transform.position = player.position;
}
if(Input.GetKeyDown(KeyCode.Space))
{
rb.addforce(20, 0, 0, ForceMode.Impulse);
sticktoplayer = false;
}
When the player is not controlling the ball the force is succesfully applied to the ball, but when the ball is attached (distancetoplayer<0.5) then the other IF statements blocks it from shooting.
Maybe there are some work arounds ? Thanks.
I tried to make another if statement.
why dont you try sticking the ball to the player by collision? instead of checking the distance, create a collider with the radius or scale you desire and whenever the ball is inside the collider (when it triggers with the collider) stick it to the player. Because you will not be able to let the ball go since the ball will always be less then 0.5f away from the player once it sticks
have you tried it this way?
if(Input.GetKeyDown(KeyCode.Space))
{
sticktoplayer = false;
rb.addforce(20, 0, 0, ForceMode.Impulse);
}
I'm making a top-down game where you drive a car and shoot targets at the same time. I have a script that makes a sprite of a crosshair follows the mouse cursor and I want to have it set up so that when the player presses the mouse button (the mouse button isn't in the code now) and the crosshair sprite is overlapping an enemy sprite, the enemy dies. I was following this documentation on Bounds.Intersects. Here's my code:
public class shootingScript : MonoBehaviour
{
public GameObject target, enemy;
CircleCollider2D targetCollider;
CapsuleCollider2D enemyCollider;
// Start is called before the first frame update
void Start()
{
//Check that the first GameObject exists in the Inspector and fetch the Collider
if (target != null)
{
print("targ not null");
targetCollider = target.GetComponent<CircleCollider2D>();
}
//Check that the second GameObject exists in the Inspector and fetch the Collider
if (enemy != null)
{
print("enemy not null");
enemyCollider = enemy.GetComponent<CapsuleCollider2D>();
}
}
// Update is called once per frame
void Update()
{
if (targetCollider.bounds.Intersects(enemyCollider.bounds))
{
print("hit");
Destroy(enemy);
}
}
}
In-game "targ not null" and "enemy not null" prints but when I move my cursor and the crosshair goes over the enemy "hit" is not printed and the enemy is not destroyed. I have a CircleCollider2D on the crosshair and a CapsuleCollider2D on the enemy. The script is on an empty game object. I also tried sprite.bounds but that resulted in the enemy getting killed as soon as I run the game.
EDIT:
Here's the code that keeps the crosshair sprite on the cursor. I copied it from somewhere. I set moveSpeed to 99999 since I want the crosshair sprite to be exactly where the mouse is.
public class mouseReticle : MonoBehaviour
{
private Vector3 mousePosition;
public float moveSpeed = 0.1f;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
mousePosition = Input.mousePosition;
mousePosition = Camera.main.ScreenToWorldPoint(mousePosition);
transform.position = Vector2.Lerp(transform.position, mousePosition, moveSpeed);
}
}
The target sprite and enemy sprite were at different depths (z).
I'm making a third person sports game and I wish to shoot the ball straight forward from the player.
I have a working script for shooting the ball, however it is attached to the main camera so only shoots in the direction the camera is facing.
I would like to alter this code to attach it to the player instead of the camera.
PS: I am still very new to C#, I assume the problem is in the "camera.main.transform" section but I don't know the code to change it to player.
my code is below;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShootScript : MonoBehaviour
{
public GameObject bulletPrefab;
public float shootSpeed = 300;
Transform cameraTransform;
void Start()
{
cameraTransform = camera.main.transform;
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Mouse0))
{
shootBullet();
}
}
void shootBullet()
{
//Get the Rigidbody that is attached to that instantiated bullet
Rigidbody projectile = GetComponent<Rigidbody>();
//Shoot the Bullet
projectile.velocity = cameraTransform.forward * shootSpeed;
}
}
First of all: You currently do GetComponent<Rigidbody> on that object itself .. this makes no sense since it would fire away "yourself" instead of a bullet. You have to Instantiate a bullet and apply forces/velocity here. You kind of missed the instantiation.
Then simply attach this script to your player Object instead and use transform.forward. transform returns the Transform component of the GameObject this script is attached to.
public class ShootScript : MonoBehaviour
{
// Hint: By making the prefab field Rigidbody you later can skip GetComponent
public Rigidbody bulletPrefab;
public float shootSpeed = 300;
void Update()
{
if (Input.GetKeyDown(KeyCode.Mouse0))
{
shootBullet();
}
}
void shootBullet()
{
// Instantiate a new bullet at the players position and rotation
// later you might want to add an offset here or
// use a dedicated spawn transform under the player
var projectile = Instantiate (bulletPrefab, transform.position, transform.rotation);
//Shoot the Bullet in the forward direction of the player
projectile.velocity = transform.forward * shootSpeed;
}
}
I'm creating shooting in Unity, I've set up everything but the problem is that I want the animation to play only on single click but in my script it plays animation infinitely while holding the button. Check the script below. Thanks.
public GameObject bulletPrefab;
public Transform firePoint;
private Animator anim;
// Start is called before the first frame update
void Start()
{
anim = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
Instantiate(bulletPrefab, firePoint.position, Quaternion.identity);
anim.SetBool("isShooting", true);
}
if (Input.GetKeyUp(KeyCode.Space))
{
anim.SetBool("isShooting", false);
}
}
Set 2 States with just Keys on time = 0 the end position Shooting and the end position idle. From idle to shooting with a trigger parameter. From shooting to idle just a time transition. Ps shooting can be done with multiple frames too. Hope it helps.