So basicy i need my character to go up when space or mousebutton are pressed. I added rigbody 2d and box colider 2d to my gameobject (player). The problem is when I hit space or mousebuttonit only jump not constantly moving up.
Here is my code:
using UnityEngine;
using System.Collections;
public class PixelMovement : MonoBehaviour {
Vector3 velocity = Vector3.zero;
public Vector3 PressVelocity;
public float maxSpeed = 5f;
public float fowardSpeed = 1f;
public float jumpForce;
bool didPress = false;
// Use this for initialization
void Start () {
}
//Do Graphic & Input updates
void Update()
{
if (Input.GetKey(KeyCode.Space) || Input.GetMouseButton(0))
{
didPress = true;
}
}
//Do physics engine updates here
void FixedUpdate()
{
velocity.x = fowardSpeed;
if (didPress == true)
{
didPress = false;
velocity += PressVelocity * Time.deltaTime *jumpForce;
}
velocity = Vector3.ClampMagnitude(velocity, maxSpeed);
transform.position += velocity * Time.deltaTime;
}
}
Ok this works for me. Thanks everyone for help :)
using UnityEngine;
using System.Collections;
public class PixelMovement : MonoBehaviour {
public float playerSpeed;
public Vector3 gravity;
public float maxSpeed = 5f;
Vector3 velocity = Vector3.zero;
public float fowardSpeed = 1f;
bool didPress = false;
void Update()
{
if (Input.GetKey(KeyCode.Space) || Input.GetMouseButton(0))
{
didPress = true;
}
else
{
didPress = false;
}
}
void FixedUpdate()
{
velocity.x = fowardSpeed;
transform.position += velocity * Time.deltaTime;
if (didPress == true)
{
float amntToMove1 = playerSpeed * Time.deltaTime;
transform.Translate(Vector3.up * amntToMove1);
}
velocity = Vector3.ClampMagnitude(velocity, maxSpeed);
transform.position += velocity * Time.deltaTime;
}
}
If you are using gravity and RigitBody2D's mass. I recomend you use the RigitBody2D.Addforce() method to jump your caracter, because if you just change the caracter position, the gravity will turn down him to the ground inmediately
This code creates the effect of a "rocketman" that takes off when the user keeps the spacebar pressed:
using UnityEngine;
using System.Collections;
public class jumpAntigravity : MonoBehaviour {
Vector2 upForce;
void Start () {
//Up force set to double of gravity
upForce = new Vector2(0, 9.8f*2);
}
void Update () {
if (Input.GetKey(KeyCode.Space))
{
print("Spacebar is down");
GetComponent<Rigidbody2D>().AddForce(upForce);
}
}
}
if (Input.GetKey(KeyCode.Space) || Input.GetMouseButton(0))
{
didPress = true;
}
else
{
didPress = false;
}
and remove didPress = false; from FixedUpdate() function
EDIT: Ok, wait, I just noticed you update transform.position in FixedUpdate() which is not really a good idea. When you do so you basically teleport your object from one position to another ignoring all kinds of physics (which probably is the reason you are using FixedUpdate()). With your script colliding with other objects will give you weird results. Find a tutorial on using RigidBodies to do proper physics-aware movement, or just move all your code to Update() because right now you might have some frames where your object doesn't move and other frames where it moves twice the distance. This will happen because FixedUpdate() may get executed any number of times (including 0) in a single frame, depending on a setup. FixedUpdate runs firmly 50 times per second by default, while Update runs roughly 60 times per second (on mobile 30) by default. And lastly, in FixedUpdate never use Time.deltaTime, use Time.fixedDeltaTime:
Time.deltaTime is equal to roughly 1 / 60th of a second (1 frame duration)
Time.fixedDeltaTime is roughly 1 / 50th of a second (1 physics update duration)
FixedUpdate can be called multiple times per frame in succession. This is based on the physics settings for your project. You can edit this to add more or less accuracy to your physics.
Update is called only 1 time a frame.
So you want to avoid doing logic in the FixedUpdate. If you want to move a rigid body use MovePosition.
From the Unity docs: If Rigidbody interpolation is enabled on the Rigidbody, calling Rigidbody.MovePosition results in a smooth transition between the two positions in any intermediate frames rendered. This should be used if you want to continuously move a rigidbody in each FixedUpdate.
Related
I'm currently making a 2D game and I want to add a bounce pad. As a reference, I used the platformer microgame asset from the asset store. My problem is, that my player doesn't have velocity. Can someone explain me pls how I can do this? Or could you add the code to my current script because I'm not very keen on coding.
Thanks!
Current script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour {
public CharacterController2D controller;
public Animator animator;
public float runSpeed = 40f;
float horizontalMove = 0f;
bool jump = false;
bool crouch = false;
// Update is called once per frame
void Update () {
horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;
animator.SetFloat("Speed", Mathf.Abs(horizontalMove));
if (Input.GetButtonDown("Jump"))
{
jump = true;
animator.SetBool("IsJumping", true);
}
if (Input.GetButtonDown("Crouch"))
{
crouch = true;
} else if (Input.GetButtonUp("Crouch"))
{
crouch = false;
}
}
public void OnLanding ()
{
animator.SetBool("IsJumping", false);
}
public void OnCrouching (bool isCrouching)
{
animator.SetBool("IsCrouching", isCrouching);
}
void FixedUpdate ()
{
// Move our character
controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump);
jump = false;
}
}
You should use Raycast to go directly down and see if the player is above a “bounce pad”. Then calculate the distance, normal, and force in the code below:
float bounceDist = 0.2f; //max distance to hit the bounce pad.
LayerMask bounceMask; //assign mask to bounce pads.
float force = 100f; //how much force to apply when hit a bounce pad.
void Update()
{
RaycastHit2D hit; //declaring a variable to store Raycast information.
if (Physics2D.Raycast(transform.position, -Vector2.up, out hit, bounceDist, bounceMask))
{
float dist = Vector2.Distance(transform.position, hit.collider.gameObject.transform.position);
dist = -dist + (bounceDist + bounceDist - 0.15f);
controller.Move(hit.normal * Time.deltaTime * dist * force);
}
}
This makes an if statement that runs if the player hit something that is directly below it with a certain distance (bounceDist) and another certain mask (bounceMask). Then it moves the controller by whatever direction is up on bounce pad (normal). (For example: if it was rotated 45°, then the player would be launched the same up distance as sideways.) Then it gets multiplied by Time.deltaTime, which makes it so the force is applied the same amount even with different frame rates. Then the force is multiplied by the value of force, just to add force. Then it is multiplied by the distance, which I made greater when closer. This can be removed, but might be useful. If you get an error with the if statement, you should change the code to use the if statement to check if the tag on the hit object was a certain tag:
You should use Raycast to go directly down and see if the player is above a “bounce pad”. Then calculate the distance, normal, and force in the code below:
float bounceDist = 0.2f; //max distance to hit the bounce pad.
float force = 100f; //how much force to apply when hit a bounce pad.
void Update()
{
RaycastHit2D hit; //declaring a variable to store Raycast information.
Physics2D.Raycast(transform.position, -Vector2.up, out hit, bounceDist, bounceMask);
if (hit.collider.gameObject.tag == “bouncePad”)
{
float dist = Vector2.Distance(transform.position, hit.collider.gameObject.transform.position);
dist = -dist + (bounceDist + bounceDist - 0.15f);
controller.Move(hit.normal * Time.deltaTime * dist * force);
}
}
I'm making a unity game based off of TierZoo, and while testing a movement script, i crashed into one of the rigidbody trees for fun... and that made the player prefab stop moving forward, and it started moving in odd directions Here is my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewPlayerController : MonoBehaviour
{
private Rigidbody rb;
public GameObject player;
public float thrust = 1.0f;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
if (Input.GetKey(KeyCode.W))
{
rb.AddRelativeForce(player.transform.right * thrust * 2.5f);
}
if (Input.GetKey(KeyCode.A)) { player.transform.Rotate(0, -1, 0); }
if (Input.GetKey(KeyCode.D)) { player.transform.Rotate(0, 1, 0); }
if (Input.GetKey(KeyCode.S))
{
rb.AddRelativeForce(player.transform.right * thrust * -2.5f);
}
}
}
If you can find a way to fix this, let me know.
You could fix the rotation also in Y direction by keeping track of it and setting it hard in FixedUpdate.
In general as said in the comments:
Whenever a Rigidbody is involved you should not
do movements through the transform component
do movements in Update
both breaks the physics engine and you might get strange and unexpected movements or simply no collisions working etc.
Rather do
- go through the Rigidbody component e.g. using MovePosition and MoveRotation
- do these in FixedUpdate
these keeps the physics intact and moves your Rigidbody only e.g. until it collides meanwhile.
Then for the rotation you have framerate-dependent values Rotate(0, -1, 0)! You rather want to use Time.deltaTime in order to get smooth framerate-independent rotation speed - not in 1 degree per frame but rather e.g. 45 degrees per second.
You script could look like
public class NewPlayerController : MonoBehaviour
{
// already reference this via the Inspector
[SerializeField] private Rigidbody rb;
public GameObject player;
public float thrust = 1.0f;
private void Awake()
{
// as fallback get it on runtime
if(!rb) rb = GetComponent<Rigidbody>();
}
bool moveLeft;
bool moveRight;
bool rotateLeft;
bool rotateRight;
private float angle;
void Update()
{
// Get User input here
// (in your case it would be also fine to do it in FixedUpdate.
// What doesn't work in FixedUpdate are mainly the one-time events like GetKeyDown)
moveRight = Input.GetKey(KeyCode.W);
rotateLeft = Input.GetKey(KeyCode.A);
rotateRight = Input.GetKey(KeyCode.D);
moveLeft = Input.GetKey(KeyCode.S);
}
private void FixedUpdate()
{
if(moveRight) rb.AddRelativeForce(rb.rotation * Vector3.right * thrust * 2.5f);
if(moveLeft) rb.AddRelativeForce(rb.rotation * Vector3.right * thrust * -2.5f);
// Now for the rotations keep track of what you rotated already
// and overwrite the rotation with the fix value:
if(rotateLeft)
{
// e.g. for rotating 45°/second
angle -= -45 * Time.deltaTime;
rb.MoveRotation(Quaternion.Euler(0, angle, 0));
}
if(rotateRight)
{
angle += 45 * Time.deltaTime;
rb.MoveRotation(Quaternion.Euler(0, angle, 0));
}
}
}
Soo, I'm trying to code a simple Platformer as a work for class, and I'm having problems with the jumping, the character actually jumps but it seems as a teleport since it instantly reaches the peak of the jump and then gradually falls, I'd like to make it smoother.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class playerMovement : MonoBehaviour {
public float speed;
public float jumpForce;
public bool grounded;
public Transform groundCheck;
private Rigidbody2D rb2d;
// Use this for initialization
void Start () {
rb2d = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update () {
}
private void FixedUpdate()
{
float moveVertical = 0;
float moveHorizontal = Input.GetAxis("Horizontal") * speed;
moveHorizontal *= Time.deltaTime;
grounded = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
if (grounded && Input.GetKeyDown("space"))
{
moveVertical = Input.GetAxis("Jump") * jumpForce;
moveVertical *= Time.deltaTime;
}
Vector2 move = new Vector2(moveHorizontal, moveVertical);
transform.Translate(move);
}
}
The answer to the question is below, however, for future questions related to Unity ask on the Unity forum. You will get a better answer quicker as more people are focused on Unity itself.
To fix your jump, rather split your vertical and horizontal movement in two parts and use your rigidbody you assigned in in your Start() function to handle jumping. Use ForceMode.Impulse to get an instant burst of speed/acceleration.
private void FixedUpdate()
{
float moveHorizontal = Input.GetAxis("Horizontal") * speed;
moveHorizontal *= Time.deltaTime;
grounded = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
if (grounded && Input.GetKeyDown("space"))
{
rb2d.AddForce(transform.up * jumpForce, ForceMode.Impulse);
}
Vector2 move = new Vector2(moveHorizontal, 0);
transform.Translate(move);
}
Instead of setting the position when you jump, add a vertical impulse to the character's rigidbody with:
if (grounded && Input.GetKeyDown("space"))
{
moveVertical = Input.GetAxis("Jump") * jumpForce;
moveVertical *= Time.fixedDeltaTime;
rb2d.AddForce(moveVertical, ForceMode.Impulse);
}
Vector2 move = new Vector2(moveHorizontal, 0f);
This will let Rigidbody2D handle the work of altering the vertical velocity on each frame.
Also, since you are doing all of these calculations in FixedUpdate, instead of Update, there is no sense in using Time.deltaTime. You should be using Time.fixedDeltaTime instead.
For the most part this script works, however every now and then an enemy will fail at pathfinding and go through a building or wall. Is there a way i can stop this?
using UnityEngine;
using System.Collections;
namespace Daniel {
public class EnemyAI : Living {
// Detection private int range = 10; private float speed = 10f; private bool isThereAnyThing = false;
// Waypoints/Targets
public GameObject[] targets;
private float rotationSpeed = 900f;
private RaycastHit hit;
GameObject target;
[SerializeField]
private int randomTarget = 0;
[SerializeField]
float timeToNextCheck = 3;
public float effectTimer = 2f;
public GameObject deathEffect;
public LayerMask detectThis;
void Start()
{
randomTarget = Random.Range(0, 8);
target = targets[randomTarget];
}
void FixedUpdate()
{
timeToNextCheck = timeToNextCheck - Time.deltaTime;
ScanForNewWaypoint();
LookAtTarget();
Move();
CheckForObsticales();
}
void LookAtTarget()
{
//Look At Somthly Towards the Target if there is nothing in front.
if (!isThereAnyThing)
{
Vector3 relativePos = target.transform.position - transform.position;
Quaternion rotation = Quaternion.LookRotation(relativePos);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime);
}
}
void Move()
{
// Enemy translate in forward direction.
transform.Translate(Vector3.forward * Time.deltaTime * speed);
}
public void CheckForObsticales()
{
//Checking for any Obstacle in front.
// Two rays left and right to the object to detect the obstacle.
Transform leftRay = transform;
Transform rightRay = transform;
//Use Phyics.RayCast to detect the obstacle
if (Physics.Raycast(leftRay.position + (transform.right * 7f), transform.forward, out hit, range, detectThis) || Physics.Raycast(rightRay.position - (transform.right * 7f), transform.forward, out hit, range))
{
if (hit.collider.gameObject.CompareTag("Obstacles"))
{
isThereAnyThing = true;
transform.Rotate(Vector3.up * Time.deltaTime * rotationSpeed);
}
}
// Now Two More RayCast At The End of Object to detect that object has already pass the obsatacle.
// Just making this boolean variable false it means there is nothing in front of object.
if (Physics.Raycast(transform.position - (transform.forward * 4), transform.right, out hit, 10, detectThis) ||
Physics.Raycast(transform.position - (transform.forward * 4), -transform.right, out hit, 10, detectThis))
{
if (hit.collider.gameObject.CompareTag("Obstacles"))
{
isThereAnyThing = false;
}
}
}
public void ScanForNewWaypoint()
{
CheckForObsticales();
if (timeToNextCheck <= 0)
{
timeToNextCheck = Random.Range(6, 3);
randomTarget = Random.Range(0, 8);
target = targets[randomTarget];
}
}
public override void TakeHit(float dmg, Vector3 hitPoint, Vector3 hitDirection)
{
if (dmg >= health)
{
Destroy(Instantiate(deathEffect, hitPoint, Quaternion.FromToRotation(Vector3.forward, hitDirection)) as GameObject, effectTimer);
Debug.Log("Exploded");
}
base.TakeHit(dmg, hitPoint, hitDirection);
}
}
}
Okay now this is one of the most common problems people face when playing with Physics Engine and believe me there are lot of factors that adds up to the result/consequences you are facing. Most common solutions devised by people is to use Update which is Executed Every Frame for Physics calculation which is Entirely Wrong. All the physics related calculation needs to be performed inside the Fixed Update otherwise it will be too expensive to execute physics based simulations in the Update which means every single frame. In your case where your Enemy is going through walls and Physics Collisions are missing the best solution you can take is to tweak some Physics Related Properties in Unity these are located in Edit>>>Project Settings>>>Time change the Time Step and Maximum Allowed Time Step in the inspector to set your collisions right. There are some other things to keep in mind too while dealing with physics like scale, mass and colliders etc. Here is a Link concerning the detailed mechanics of the physics settings in unity. Make sure you read and understand the contents of the link before working and tweaking physics settings.
I am trying to make a script where i can move a ball, horizontal and vertical. I managed to get that working.
But now I want to make my ball "jump". I ended with script below, but now my ball just get launched like a rocket xD
Can anyone help me out
using UnityEngine;
using System.Collections;
public class PlayerController : MonoBehaviour
{
public float speed;
public float jumpSpeed;
public GUIText countText;
public GUIText winText;
private int count;
void Start()
{
count = 0;
SetCountText();
winText.text = " ";
}
void FixedUpdate()
{
float moveHorizontal = Input.GetAxis ("Horizontal");
float moveVertical = Input.GetAxis ("Vertical");
Vector3 movement = new Vector3 (moveHorizontal, 0, moveVertical);
Vector3 jump = new Vector3 (0, jumpSpeed, 0);
GetComponent<Rigidbody>().AddForce (movement * speed * Time.deltaTime);
if (Input.GetButtonDown ("Jump"));
GetComponent<Rigidbody>().AddForce (jump * jumpSpeed * Time.deltaTime);
}
void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "PickUp") {
other.gameObject.SetActive(false);
count = count +1;
SetCountText();
}
}
void SetCountText()
{
countText.text = "Count: " + count.ToString();
if (count >= 10)
{
winText.text = "YOU WIN!";
}
}
}
Jumping does not work with adding a continuous force on an object. You will have to apply a single impulse to the object once when the jump button is first pressed. This impulse will also not include a time factor, because it is applied only once. So you would get something like this:
bool jumping;
if (Input.GetButtonDown ("Jump") && !this.jumping);
{
GetComponent<Rigidbody>().AddForce (jumpForce * new Vector3(0,1,0));
this.jumping = true;
}
Also note that in your example you are multiplying the upward unit vector by the jumpspeed twice. Once in the jump vector initialization and then once in the AddForce method.
Of course, you will also have to make sure that gravity applies to pull the object back down (and if the object hits the ground, reset the jump bool.
In general, depending on what kind of game you are making, it is easier to just set the velocity of the object yourself and don't work with the Unity physics engine to do some simple moving around.
There is an error in your code in the function FixedUpdate:
if (Input.GetButtonDown ("Jump"));
in that way you are applying a force on your object at every frame because the semicolon is excluding the row below from the condition. By removing the semicolon you will have a correct if implementation in case of a jump, as long as on your RigidBody component UseGravity is enabled.
if (Input.GetButtonDown ("Jump"))
GetComponent<Rigidbody>().AddForce (jump * jumpSpeed * Time.deltaTime);
Hope it helps.
Thanks everyone, it was a great help. I now have a jumping character. One who can only jump when grounded.
public bool IsGrounded;
void OnCollisionStay (Collision collisionInfo)
{
IsGrounded = true;
}
void OnCollisionExit (Collision collisionInfo)
{
IsGrounded = false;
}
if (Input.GetButtonDown ("Jump") && IsGrounded)
{
GetComponent<Rigidbody>().velocity = new Vector3(0, 10, 0);
}