Unity player movement on moving planet - c#

I am making a game involving orbital physics. I was successfully able to implement this with a slightly modified version of Brackeys gravity tutorial https://youtu.be/Ouu3D_VHx9o, this is the code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class gravity : MonoBehaviour
{
public GameObject self;
public Rigidbody rb;
public Vector3 initialVelocity;
const float G = 66.74f;
public static List<gravity> Attractors;
public bool isAttractable;
private void Awake()
{
rb.AddForce(initialVelocity);
}
private void FixedUpdate()
{
//planets
if (isAttractable == false)
{
foreach (gravity attractor in Attractors)
{
if (attractor != this)
Attract(attractor);
}
}
//players, spaceships, astroids, ect
if (isAttractable == true)
{
foreach (gravity attractor in Attractors)
{
if (attractor != this)
Attract(attractor);
}
}
}
void OnEnable()
{
if( isAttractable == false)
{
if (Attractors == null)
Attractors = new List<gravity>();
Attractors.Add(this);
}
}
void OnDisable()
{
if (isAttractable == false)
{
Attractors.Remove(this);
}
}
void Attract(gravity objToAttract)
{
Rigidbody rbToAttract = objToAttract.rb;
Vector3 direction = -1 * (rb.position - rbToAttract.position);
Vector3 Force = direction.normalized * (G * ((rb.mass * rbToAttract.mass) / direction.sqrMagnitude));
rb.AddForce(Force);
}
public GameObject GetClosestPlanet()
{
GameObject close = null;
float minDist = Mathf.Infinity;
foreach (gravity attracor in Attractors)
{
float dist = Vector3.Distance(attracor.transform.position, transform.position);
if (dist < minDist)
{
close = attracor.transform.gameObject;
minDist = dist;
}
}
return close;
}
}
Then for player movement I used (and modified) Sebastian Lagues tutorial https://youtu.be/TicipSVT-T8,
this resulted in this code for the player controller:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class playerController : MonoBehaviour
{
public float mouseSensitivityX = 250f;
public float mouseSensitivityY = 250f;
Transform cameraT;
float verticalLookRot;
private Rigidbody rb;
Vector3 moveAmount;
Vector3 smootgMoveVelocity;
public float moveSpeed = 15;
public float jumpForce = 220;
public LayerMask groundedMask;
public bool grounded;
public GameObject currentPlanet;
private gravity playerGravity;
private void Awake()
{
rb = GetComponent<Rigidbody>();
playerGravity = GetComponent<gravity>();
Cursor.lockState = CursorLockMode.Locked;
cameraT = Camera.main.transform;
}
void Update()
{
currentPlanet = playerGravity.GetClosestPlanet();
//camera
transform.Rotate(Vector3.up * Input.GetAxis("Mouse X") * Time.deltaTime * mouseSensitivityX);
verticalLookRot += Input.GetAxis("Mouse Y") * Time.deltaTime * mouseSensitivityY;
verticalLookRot = Mathf.Clamp(verticalLookRot, -60, 60);
cameraT.localEulerAngles = Vector3.left * verticalLookRot;
//move input
Vector3 moveDir = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical")).normalized;
Vector3 targetMoveAmount = moveDir * moveSpeed;
moveAmount = Vector3.SmoothDamp(targetMoveAmount, targetMoveAmount, ref smootgMoveVelocity, .15f);
//level on planet
if(currentPlanet != null)
{
transform.rotation = Quaternion.FromToRotation(transform.up, (transform.position - currentPlanet.transform.position).normalized) * transform.rotation;
}
//jump
if (Input.GetButtonDown("Jump"))
{ if(grounded)
{
rb.AddForce(transform.up * jumpForce);
print("u jumped");
}
}
}
private void FixedUpdate()
{
//move
rb.MovePosition(rb.position + transform.TransformDirection(moveAmount) * Time.fixedDeltaTime);
//check if on ground
Ray ray = new Ray(transform.position, -transform.up);
RaycastHit hit;
grounded = Physics.Raycast(ray, out hit, transform.localScale.y + 1.1f, groundedMask);
}
}
Now for the issue, this systems works fine when the planet the player is walking on is stationary. As in there are no other attracting bodys in the system and the planet has no initial velocity. However if the planet is moving the player will bounce up and down uncontrollably and will not be able to walk a certain distance away from the planets farthest point from its direction of movement. Here is a recording of this: https://youtu.be/noMekosb7CU
Does anyone know what is causing the bouncing and walking restrictions and how I can fix it?
Some notes on suggested solutions that haven't worked:
-set the planet as the players parent object, same results
-increase players mass, same results
-set the players velocity to += the planets velocity, same results or player goes into infinity

For me it seems to be working "correctly".
Looking like your player is attracted correctly and when the planet moves, your player is quickly moving towards the planet.
I think you could temporarily assign the player as a child gameobject to the planet he's walking on and he should probably move correctly along the planet coordinates and not on global coordinates. (If it works, you could just always assign the player as a child gameObject to every new planet that he visits)

Related

How to make a rigidbody moving at a constant speed using the velocity function go up and down slopes?

In my game, I have a vehicle using a rigidbody that moves forward (relative to the front of the vehicle) at a constant rate using the rigidbody velocity function. The vehicle also may turn 90 degrees to the right and back, of course causing the direction it is moving to rotate. The vehicle drives on a floating platform, and if driven off, the velocity function is stopped so that the car may properly fall off using rigidbody physics.
I want to have slopes at various points in the game, and since the vehicle moves at a constant speed, the vehicle should be able to drive up and down a slope automatically. The issue is that I have to directly control the rigidbody's velocity to make it drive at a constant speed, so when the vehicle drives into a slope, the velocity function keeps pushing it forward without properly rotating, not letting it properly drive up the slope. How should I go about fixing this? Should I be using the rigidbody velocity function at all in this case?
For reference, here is the script I am using for vehicle movement:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Movement : MonoBehaviour
{
[SerializeField] private GameObject followCamera;
[SerializeField] private AnimationCurve lerpCurve;
[SerializeField] private float turnSpeed;
[SerializeField] private float speed;
private static float turnTimer = 2f;
private float turnTimeElapsed;
private float clampedTimeElapsed;
private float lerpTimer;
Rigidbody ridgy;
LayerMask groundLayer;
private void Start()
{
groundLayer = LayerMask.GetMask("Ground");
ridgy = this.GetComponent<Rigidbody>();
turnTimeElapsed = 0f;
Quaternion endRot = Quaternion.Euler(0f, 90f, 0f);
}
private void Update()
{
if (Input.GetKey(KeyCode.Space) && turnTimeElapsed < turnTimer)
{
turnTimeElapsed += turnSpeed * Time.deltaTime;
}
else if (!Input.GetKey(KeyCode.Space) && turnTimeElapsed > 0)
{
turnTimeElapsed -= turnSpeed * Time.deltaTime;
}
clampedTimeElapsed = Mathf.Clamp(turnTimeElapsed, 0f, turnTimer);
lerpTimer = clampedTimeElapsed / turnTimer;
lerpTimer = lerpCurve.Evaluate(lerpTimer);
}
private void FixedUpdate()
{
if (Physics.CheckBox(transform.position, new Vector3(.5f, .5f, .5f), Quaternion.identity, groundLayer))
{
if (lerpTimer > 0f && lerpTimer < .75f)
{
speed = 45;
}
else
{
speed = 15;
}
ridgy.rotation = new Quaternion
(
0,
Mathf.Sin(lerpTimer * Mathf.PI / 4f),
0,
Mathf.Cos(lerpTimer * Mathf.PI / 4f)
);
ridgy.velocity = transform.forward * speed;
}
else
{
followCamera.GetComponent<CameraFollow>().enabled = false;
return;
}
}
}

Unity need character to rotate to face movement direction on planetoid

we are working on a student project and we chose to do a Mario Galaxy style platformer with planetoids and gravity (kind of a big mistake for my first coding project but I cannot back out of it now) but I am having a hard time to get the character to face it's movement direction without absolutely spazzing out.
I have only been coding for around 2 months so please excuse me being useless at trying to figure this out.
This is the code I use for movement for the character
using System.Collections.Generic;
using UnityEngine;
public class SC_RigidbodyWalker : MonoBehaviour
{
public float speed = 5.0f;
public bool canJump = true;
public float jumpHeight = 2.0f;
public Camera playerCamera;
public float lookSpeed = 2.0f;
public float lookXLimit = 60.0f;
bool grounded = false;
Rigidbody r;
Vector2 rotation = Vector2.zero;
float maxVelocityChange = 10.0f;
void Awake()
{
r = GetComponent<Rigidbody>();
r.freezeRotation = true;
r.useGravity = false;
r.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
rotation.y = transform.eulerAngles.y;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
void Update()
{
}
void FixedUpdate()
{
if (grounded)
{
// Calculate how fast we should be moving
Vector3 forwardDir = Vector3.Cross(transform.up, -playerCamera.transform.right).normalized;
Vector3 rightDir = Vector3.Cross(transform.up, playerCamera.transform.forward).normalized;
Vector3 targetVelocity = (forwardDir * Input.GetAxis("Vertical") + rightDir * Input.GetAxis("Horizontal")) * speed;
Vector3 velocity = transform.InverseTransformDirection(r.velocity);
velocity.y = 0;
velocity = transform.TransformDirection(velocity);
Vector3 velocityChange = transform.InverseTransformDirection(targetVelocity - velocity);
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0;
velocityChange = transform.TransformDirection(velocityChange);
r.AddForce(velocityChange, ForceMode.VelocityChange);
if (Input.GetButton("Jump") && canJump)
{
r.AddForce(transform.up * jumpHeight, ForceMode.VelocityChange);
}
}
grounded = false;
}
void OnCollisionStay()
{
grounded = true;
}
}
And here are the code for the gravity functions
using System.Collections.Generic;
using UnityEngine;
public class SC_PlanetGravity : MonoBehaviour
{
public Transform planet;
public bool alignToPlanet = true;
float gravityConstant = 9.8f;
Rigidbody r;
void Start()
{
r = GetComponent<Rigidbody>();
}
void FixedUpdate()
{
Vector3 toCenter = planet.position - transform.position;
toCenter.Normalize();
r.AddForce(toCenter * gravityConstant, ForceMode.Acceleration);
if (alignToPlanet)
{
Quaternion q = Quaternion.FromToRotation(transform.up, -toCenter);
q = q * transform.rotation;
transform.rotation = Quaternion.Slerp(transform.rotation, q, 1);
}
}
}
I can propose an alternative approach which I believe will simplify the problem, should you choose. If the root of your character is positioned at the center of the planetoid, then all movement can be handled as a rotation on root and you won't be fighting the inertia of the character or needing to orient it to the planetoid. Jumping could be handled by adding another child below the root that can slide up and down. Hope this helps!
I managed to get it working by having a new script added to the player avatar.
Here is the code, it's basically a copy paste of a part of the RigidBodyWalker script with some more added parts. It's not perfect but it works like I wanted it to.
using System.Collections.Generic;
using UnityEngine;
public class InputRotation : MonoBehaviour
{
public Camera playerCamera;
public float speed;
public float rotationSpeed;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
//float horizontalInput = Input.GetAxis("Horizontal");
//float verticalInput = Input.GetAxis("Vertical");
}
private void FixedUpdate()
{
Vector3 forwardDir = Vector3.Cross(transform.up, -playerCamera.transform.right).normalized;
Vector3 rightDir = Vector3.Cross(transform.up, playerCamera.transform.forward).normalized;
Vector3 targetVelocity = (forwardDir * Input.GetAxis("Vertical") + rightDir * Input.GetAxis("Horizontal")) * speed;
if(targetVelocity != Vector3.zero)
{
Quaternion toRotation = Quaternion.LookRotation(targetVelocity, transform.up);
transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, rotationSpeed * Time.deltaTime);
}
}
}

change direction into random direction on collision Unity2D

I'm new to unity and I'm trying to create a game where there's a ball that can move
in the direction by dragging and releasing on the screen and that change direction randomly when hitting a prefab, I already created that kind of movement but couldn't figure out how to make the ball change direction randomly when hitting the prefab.
Sorry if this isn't the right place to ask.
Here's my script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
[SerializeField] private float power = 2;
[SerializeField] private Vector2 minPow, maxPow;
public Vector3 force;
private Vector3 startPoint, endPoint;
private Rigidbody2D rb;
private Camera cam;
private Aim aim;
void Start()
{
cam = Camera.main;
rb = GetComponent<Rigidbody2D>();
aim = GetComponent<Aim>();
}
void Update()
{
if(Input.GetMouseButtonDown(0))
{
startPoint = cam.ScreenToWorldPoint(Input.mousePosition);
startPoint.z = 15;
}
if(Input.GetMouseButton(0))
{
Vector3 currentPos = cam.ScreenToWorldPoint(Input.mousePosition);
startPoint.z = 15;
aim.RenderLine(startPoint, currentPos);
}
if(Input.GetMouseButtonUp(0))
{
endPoint = cam.ScreenToWorldPoint(Input.mousePosition);
endPoint.z = 15;
force = new Vector3(Mathf.Clamp(startPoint.x - endPoint.x, minPow.x, maxPow.x), Mathf.Clamp(startPoint.y - endPoint.y, minPow.y, maxPow.y));
rb.AddForce(force * power, ForceMode2D.Impulse);
aim.EndLine();
}
}
public void BoostUp(float pow)
{
rb.velocity *= pow;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Boost : MonoBehaviour
{
[SerializeField] float pow;
private void OnTriggerEnter2D(Collider2D other)
{
if(other.tag == "Player")
{
Player player = other.GetComponent<Player>();
if(player != null)
{
player.BoostUp(pow);
Destroy(this.gameObject);
}
}
}
}
You can get a random angle in radians using Random.Range(0f, 2f * Mathf.PI) and then pass it to Mathf.Cos and Mathf.Sin functions to get a direction with that angle:
float angle = Random.Range( 0f, 2f * Mathf.PI );
Vector2 direction = new Vector2( Mathf.Cos( angle ), Mathf.Sin( angle ) );

2D Movement Bug in Unity

I'm trying to make a 2D Space Shooter game in Unity but stumbled upon a bug that needs fixing. I'm using Unity 2021.1.0f1 and the new Input System in Unity and I'm trying to implement movement for my character. When I press the WASD keys, my character for some reason moves 15 units on every press. I don't want that, I want smooth movement for my character. Here's my code:
using UnityEngine;
using UnityEngine.InputSystem;
public class Ship : MonoBehaviour
{
private Keyboard _keyboard = Keyboard.current;
[SerializeField] private float speed = 0.25f;
[SerializeField] private GameObject projectile;
[SerializeField] private Rigidbody2D rigidbody;
private void Start()
{
if (speed == null)
{
Debug.Log("Please assign a a value to \"speed\".");
}
if (rigidbody == null)
{
Debug.Log("Please assign a a value to \"rigidbody\".");
}
if (projectile == null)
{
Debug.Log("Please assign a a value to \"projectile\".");
}
}
public void OnMove(InputAction.CallbackContext context)
{
Vector2 movementVector = context.ReadValue<Vector2>();
Vector3 move = Quaternion.Euler(0.0f, transform.eulerAngles.y, 0.0f) * new Vector3(movementVector.x, movementVector.y, 0.0f);
transform.position += move * speed;
}
public void OnFire(InputAction.CallbackContext context)
{
Vector2 spawnPosition = new Vector2(transform.position.x, 0.5f);
if (context.performed)
{
Instantiate(projectile, spawnPosition, Quaternion.identity);
}
}
}
Anyone?
I have been working on the same project lately and I used the following code for the movement of my spaceship and it moves smoothly :
void C_Movement(){
//Input controller (direction)
float horizontalInput = Input.GetAxis("Horizontal");
float verticalInput = Input.GetAxis("Vertical") ;
Vector3 directionX = new Vector3(horizontalInput,0,0) ;
transform.Translate(directionX* Time.deltaTime * 13) ;
Vector3 directionY = new Vector3(0,verticalInput,0) ;
transform.Translate(directionY* Time.deltaTime * 13) ;
}

Player gravity turns off while i move in Unity

I am quite new to unity and I have two scripts, one for gravity and one for player movement as the names suggest. The reason I am using a gravity script is that the third person movement doesn't support using a rigidbody with position and rotation enabled, so I have frozen the position and the rotation inside the rigidbody (which turns off gravity in the rigidbody). I made the Gravity script myself but I followed a tutorial on the player movement script because I have no idea how to make third person movement so I don't really know what is going on in the movement script.
Movement script:
public class ThirdPersonMovement : MonoBehaviour
{
public CharacterController controller;
public Transform cam;
public float speed = 6f;
public float turnSmoothTime = 0.1f;
float turnSmoothVelocity;
void Update()
{
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
UnityEngine.Vector3 direction = new UnityEngine.Vector3(horizontal, 0f, vertical).normalized;
if (direction.magnitude >= 0.1f)
{
float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
transform.rotation = UnityEngine.Quaternion.Euler(0f, angle, 0f);
UnityEngine.Vector3 moveDir = UnityEngine.Quaternion.Euler(0f, targetAngle, 0f) * UnityEngine.Vector3.forward;
controller.Move(moveDir.normalized * speed * Time.deltaTime);
}
}
}
Gravity script:
public class gravityScript : MonoBehaviour
{
public float GravitySpeed = -0.03f;
public bool GravityCheck = false;
void OnCollisionEnter(Collision col)
{
if (col.gameObject.name == "Terrain0_0")
{
GravityCheck = true;
}
}
void OnCollisionExit(Collision col)
{
GravityCheck = false;
}
void Update()
{
if (GravityCheck == false)
{
transform.Translate(0, GravitySpeed, 0);
}
}
}
Thank you in advance :)
I don't know what happened but when I opened it today (the day after posting) it was working fine. It was likely just a bug that got fixed after a restart.

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