transform.position doesn't move player - c#

I have a Player (made out of an cylinder, some FirstCam, SecondCam and ThirdCam, for switching views when pressing a certain key - doesn't matter), which is located on a cube (wide enough to take a walk on it). There's nothing else below the cube.
This is how it looks like:
This is the Player's structure:
This is the inspector for Player:
I have the following script ResetToInitial.cs, attached to my Player:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ResetToInitial : MonoBehaviour {
Vector3 pos;
void Start() {
pos = transform.position;
}
void Update() {
if (transform.position.y < -10) {
transform.position = pos;
}
}
}
and also some movement script PlayerMovement.cs that allows him to move up, down, left, right, jump and sprint.
This is PlayerMovement.cs:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class PlayerMovement : MonoBehaviour {
public CharacterController controller;
Vector3 velocity;
bool isGrounded;
public Transform groundCheck;
public LayerMask groundMask;
public TextMeshPro State;
public TextMeshPro State2;
public TextMeshPro State3;
// Start is called before the first frame update
void Start() {
}
// Update is called once per frame
void Update() {
float groundDistance = 0.4f;
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if (isGrounded && velocity.y < 0) {
velocity.y = -2f;
}
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
float g = -20f;
float jumpHeight = 1f;
float speed = 6f;
if (Input.GetKey(KeyCode.LeftShift)) {
speed = 8f;
State.text = "running mode";
State2.text = "running mode";
State3.text = "running mode";
} else {
speed = 5f;
State.text = "walking mode";
State2.text = "walking mode";
State3.text = "walking mode";
}
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speed * Time.deltaTime);
if (Input.GetButton("Jump") && isGrounded) {
velocity.y = Mathf.Sqrt(jumpHeight * -2f * g);
}
velocity.y += g * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
}
}
ResetToInitial.cs is intended to teleport the Player to the initial position (back on the cube, the position recorded when the scene loads), after he falls of the cube. The problem is transform.position won't move the player anywhere. It won't do anything. I tried to output something in the last if to see if it works, and the output was printed, but still no teleportation happened.
What could be the problem?

Related

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);
}
}
}

Unity player movement on moving planet

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)

Unity 3D character c# script, jump not working?

So I have this first person player controller c# script, (I followed brackeys' tutorial) and I have the jump input coded, basically word for word, but for some reason it doesn't jump, instead once I start the game, the player just floats up infinitely, which is definitely not what I want. Here's the script incase any of you know how to fix it(sorry if the error is a typo or something, but this would help greatly):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public CharacterController controller;
public float speed = 12f;
public float gravity = -9.81f;
public LayerMask groundMask;
public float groundDistance = 0.4f;
public Transform groundCheck;
public float jumpHeight = 3f;
Vector3 velocity;
bool isGrounded;
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if(isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speed * Time.deltaTime);
if(Input.GetButtonDown("Jump") && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
}
}
Thanks in advance.

How can I add a jump to the player controller?

I want to be able to jump by pressing on space key inside a place like home or space station and also outside.
This is the player controller script attached to a capsule :
It was working fine until I added the jump part. At the top I added this 3 lines :
public float jumpSpeed = 8.0F;
public float gravity = 20.0F;
private Vector3 moveDirection = Vector3.zero;
Then in the Update added :
if (controller.isGrounded && Input.GetButton("Jump"))
{
moveDirection.y = jumpSpeed;
}
moveDirection.y -= gravity * Time.deltaTime;
controller.Move(moveDirection * Time.deltaTime);
But I don't have the variable controller.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float speed = 10.0F;
public float jumpSpeed = 8.0F;
public float gravity = 20.0F;
private Vector3 moveDirection = Vector3.zero;
// Start is called before the first frame update
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void Update()
{
float translation = Input.GetAxis("Vertical") * speed;
float straffe = Input.GetAxis("Horizontal") * speed;
translation *= Time.deltaTime;
straffe *= Time.deltaTime;
transform.Translate(straffe, 0, translation);
if (controller.isGrounded && Input.GetButton("Jump"))
{
moveDirection.y = jumpSpeed;
}
moveDirection.y -= gravity * Time.deltaTime;
controller.Move(moveDirection * Time.deltaTime);
if (Input.GetKeyDown("escape"))
{
Cursor.lockState = CursorLockMode.Locked;
}
}
}
And this is the cam mouse look script attached to the main camera that is child of the capsule :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CamMouseLook : MonoBehaviour
{
public float sensitivity = 5.0f;
public float smoothing = 2.0f;
Vector2 mouseLook;
Vector2 smoothV;
GameObject character;
// Start is called before the first frame update
void Start()
{
character = this.transform.parent.gameObject;
}
// Update is called once per frame
void Update()
{
var md = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
md = Vector2.Scale(md, new Vector2(sensitivity * smoothing, sensitivity * smoothing));
smoothV.x = Mathf.Lerp(smoothV.x, md.x, 1f / smoothing);
smoothV.y = Mathf.Lerp(smoothV.y, md.y, 1f / smoothing);
mouseLook += smoothV;
mouseLook.y = Mathf.Clamp(mouseLook.y, -90f, 90f);
transform.localRotation = Quaternion.AngleAxis(-mouseLook.y, Vector3.right);
character.transform.localRotation = Quaternion.AngleAxis(mouseLook.x, character.transform.up);
}
}
Have you thought about applying a force?
public Rigidbody myphysic;
public float forceofjump = 100f; // or minor or more....
void Awake()
{
myphysic= transform.GetComponent<Rigidbody>();
}
void FixedUpdate()
{
if (controller.isGrounded && Input.GetButton("Jump"))
{
myphysic.AddForce( transform.up * forceofjump, ForceMode.Impulse);
}
}
Vector3.zero is wrong beacouse set all movement vector to zero! so = no actions!
or, exemple:
Vector3 moveDirection = new Vector3(0, 10, 0);
what does it mean:
new Vector3(X=stop, Y=10 of force, Z=stop);

Move Camera in UnityScript 2d in C#

I have just started programming Unity 2d, and I have faced one large problem: How do I move the camera? The script is attached to the object "player". I want it to move with the player. Thanks!
/*
I
*/
using UnityEngine;
using System.Collections;
public class PlayerController : MonoBehaviour
{
public float speed = 10; //Float for speed
public string hAxis = "Horizontal";
void Start ()
{
//empty
}
void FixedUpdate ()
{
if (Input.GetAxis (hAxis) < 0) //Left
{
Vector3 newScale = transform.localScale;
newScale.y = 1.0f;
newScale.x = 1.0f;
transform.localScale = newScale;
}
else if (Input.GetAxis (hAxis) > 0) //Right
{
Vector3 newScale =transform.localScale;
newScale.x = 1.0f;
transform.localScale = newScale;
}
//Position transformation
transform.position = transform.position + transform.right * Input.GetAxis(axisName) * speed * Time.deltaTime;
}
}
Without any scripts, you could just drag the Camera GameObject to be a child of the player and the camera would start following the player position.
For a script, try this, set player as the target.
using UnityEngine;
using System.Collections;
public class SmoothCamera2D : MonoBehaviour {
public float dampTime = 0.15f;
private Vector3 velocity = Vector3.zero;
public Transform target;
// Update is called once per frame
void Update ()
{
if (target)
{
Vector3 point = camera.WorldToViewportPoint(target.position);
Vector3 delta = target.position - camera.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, point.z)); //(new Vector3(0.5, 0.5, point.z));
Vector3 destination = transform.position + delta;
transform.position = Vector3.SmoothDamp(transform.position, destination, ref velocity, dampTime);
}
}
}

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