rigidbodycomponent.velocity.y = 0 apparently causes a bug (making pong) - c#

I was testing out scripts and there was a bug, that output 0 as its Rigidbody.velocity.y only if it goes up (so when the random chance it goes down it doesn't break), until it becomes negative (collision with resitution 1 or mirror bouncy) which then output a nonzero integer, so working as normal.
Edit: The temporary solution is just to remove the if statement in if (rb.velocity.y != 0) but i wanna know why does it output 0
Edit2: Maybe its a Unity bug, and i am in Unity 2019.4, so updating might be the solution? So if the "bug" dissapears, im sorry for wasting your time
First code determines the ball, while the second determines the ai
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BallMovement : MonoBehaviour
{
public float speed;
public Rigidbody2D rb;
public Vector3 startPosition;
public float rampSpeed;
private float startSpeed;
public float tempSpeed;
// Start is called before the first frame update
void Start()
{
startPosition = transform.position;
startSpeed = speed;
Launch();
}
// Update is called once per frame
void Update()
{
}
private void Launch()
{
float x = Random.Range(0,2) == 0 ? -1 : 1;
float y = Random.Range(0,2) == 0 ? -1 : 1;
rb.velocity = new Vector2(speed * x, speed * y);
}
private void OnCollisionEnter2D ()
{
tempSpeed = speed;
speed += rampSpeed;
rb.velocity = new Vector2(rb.velocity.x*speed/tempSpeed,rb.velocity.y*speed/tempSpeed);
GetComponent<AudioBall>().SoundCollision();
}
public void Reset()
{
rb.velocity = Vector2.zero;
transform.position = startPosition;
speed = startSpeed;
Launch();
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public bool isPlayer1;
public float speed;
public float moveInput;
private Rigidbody2D rb;
public Vector3 startPosition;
//AI
[Header("Ball")]
public GameObject ball;
private Rigidbody2D rbBall;
private float sign;
public bool ActivateAI;
public bool TurnOnOveride;
// Start is called before the first frame update
void Start()
{
if (TurnOnOveride == false)
{
ActivateAI = PlayMenu.ActivateAI;
}
else
{
ActivateAI = true;
}
startPosition = transform.position;
rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
if(ActivateAI == false || isPlayer1 == true)
{
//this part is just human control. dont mind this
if (isPlayer1 == true)
{
moveInput = Input.GetAxisRaw("Vertical");
}
else
{
moveInput = Input.GetAxisRaw("Vertical2");
}
}
//AI
else
{
rbBall = ball.GetComponent<Rigidbody2D>();
sign = Mathf.Sign(rbBall.velocity.y);
Debug.Log("sign:"+sign);
if (sign == -1)
{
moveInput = -1;
}
else
{
Debug.Log("rb.y:"+rb.velocity.y);
if (rb.velocity.y != 0)
{
moveInput = 1;
}
}
}
rb.velocity = new Vector2(rb.velocity.x, moveInput * speed);
}
public void Reset()
{
rb.velocity = Vector2.zero;
transform.position = startPosition;
}
}

Related

how can I make the game object disappear?

when I was watching on YouTube, tutorials about endless runner on part 2, the game object wouldn't disappear when it hits the player
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Obstacle : MonoBehaviour
{
public int damage = 1;
public float speed;
private void Update()
{
transform.Translate(Vector2.left * speed * Time.deltaTime);
}
void onTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("rocket"))
{
//rocket takes damage 1
other.GetComponent<rocket>().health -= damage;
Debug.Log(other.GetComponent<rocket>().health);
Destroy(gameObject);
}
}
}
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class rocket : MonoBehaviour
{
private Vector2 targetPos;
public float Yincrement;
public float speed;
public float maxHeight;
public float minHeight;
public int health = 3;
void Update()
{
if (health <= 0)
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
transform.position = Vector2.MoveTowards(transform.position, targetPos, speed * Time.deltaTime);
if (Input.GetKeyDown(KeyCode.UpArrow) && transform.position.y < maxHeight)
{
targetPos = new Vector2(transform.position.x, transform.position.y + Yincrement);
}
else if (Input.GetKeyDown(KeyCode.DownArrow) && transform.position.y > minHeight)
{
targetPos = new Vector2(transform.position.x, transform.position.y - Yincrement);
}
}
}
from this one https://www.youtube.com/watch?v=FVCW5189evI and I'm confused why it didn't work, can someone tell me what is wrong?
if you want to destroy use this, Correct Method to get the game object when collide is: other.gameObject
void onTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("rocket"))
{
//rocket takes damage 1
other.gameObject.GetComponent<rocket>().health -= damage;
Debug.Log(other.gameObject.GetComponent<rocket>().health);
Destory(other.gameObject);
}
}
public class megaStar : MonoBehaviour{
private Rigidbody2D rb;
private Animator _ani;
public bool canAttack = true;
[SerializeField] private Attack _attackObject;
private AudioSource _as;
public checkpoint lastCheckpoint;
public bool isDead = false;
private float _timer = 1.0f;
public float attackTimer = 2.0f;
public GameObject projectile;
public float projectileSpeed = 18.0f;
public Transform projectileAttackPoint;
public float timeDelayForNextShoot = 0.1f;
private float CONST_timeDelayForNextShoot;
// Start is called before the first frame update
void Start(){
CONST_timeDelayForNextShoot = timeDelayForNextShoot;
rb = GetComponent<Rigidbody2D>();
_as = GetComponent<AudioSource>();
_ani = GetComponent<Animator>();
_timer = attackTimer;
}
void Update(){
if (Input.GetKey(KeyCode.W))
{
rb.velocity = new Vector2(0f, 10f);
}
else if (Input.GetKey(KeyCode.S))
{
rb.velocity = new Vector2(0f, -10f);
}
else
{
rb.velocity = new Vector2(0f, 0f);
}
timeDelayForNextShoot -= Time.deltaTime;
if (Input.GetKeyDown(KeyCode.K) && timeDelayForNextShoot <= 0f){
_ani.SetBool("projectileAttack", true);
GameObject go = Instantiate(projectile, projectileAttackPoint.position, projectileAttackPoint.rotation) as GameObject;
go.GetComponent<Rigidbody2D>().velocity = new Vector2(-projectileSpeed, 0.0f);
Destroy(go, 2.0f);
timeDelayForNextShoot = CONST_timeDelayForNextShoot;
canAttack = false;
// new WaitForSeconds(1);
return;
}
}
void FixedUpdate()
{
if (!isDead)
{
Update();
}
else{
rb.velocity = Vector2.zero;
RigidbodyConstraints2D newRB2D = RigidbodyConstraints2D.FreezePositionY;
rb.constraints = newRB2D;
}
}
private void OnCollisionEnter2D(Collision2D collision){
if (collision.gameObject.CompareTag("Enemy"))
{
GetComponent<HitPoints>().TakeDamage(1);
}
}
}
Use SetActive instead of Destroy Function.
void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("rocket"))
{
//rocket takes damage 1
other.gameObject.GetComponent<rocket>().health -= damage;
Debug.Log(other.gameObject.GetComponent<rocket>().health);
gameObject.SetActive(false);// it'll Hide GameObject instead of Destroying
// gameObject.SetActive(true);// to show again
}
}

Grenade spawns in the wrong location

In my game I want to have a floating monster that's attack throws a grenade at the player. My problem is that the grenade only spawns in 0, 0, 0. In my script I make it so that the zombies spawns in on its own location but for some reason that doesn't work. I tried making it spawn by having the spawn location equal new Vector3(100, 100, 100) but it still spawned at 0, 0, 0. I know that the co-routine runs because I put a Debug.Log. Thanks for the help!
Edit #2: I can't have a rigidbody on the script. I have edited the movement script and I have found that no mater what if a rigidbody is added then it will go to 0, 0, 0.
Edit #3: I updated the scripts
Here is my script: (Sorry if the code is bad)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ZKAttack_lvl3 : MonoBehaviour
{
public Transform Player;
public float MoveSpeed = 2.0f;
public float InRadius = 10.0f;
public float AttackRange = 15.0f;
private Coroutine hasCourutineRunYet;
public GameObject grenade;
public GameObject FloatingMonster;
private Vector3 FloatingMon;
private Animator anim;
private Rigidbody rigid;
private void Start()
{
anim = GetComponent<Animator>();
Player = GameObject.FindGameObjectsWithTag("Player")[0].transform;
rigid = GetComponent<Rigidbody>();
}
void Update()
{
Player = GameObject.FindGameObjectsWithTag("Player")[0].transform;
transform.LookAt(Player);
float dstSqr = (Player.position - transform.position).sqrMagnitude;
bool inRadius = (dstSqr <= InRadius * InRadius);
bool inAttackRange = (dstSqr <= AttackRange * AttackRange);
anim.SetBool("AttackingPlayer", inAttackRange);
if (inRadius)
{
transform.position += transform.forward * MoveSpeed * Time.deltaTime;
}
rigid.AddForce(1, 10, 1);
if (inAttackRange)
{
if (hasCourutineRunYet == null)
{
hasCourutineRunYet = StartCoroutine(GrenadeAttack());
}
}
}
IEnumerator GrenadeAttack()
{
FloatingMon = FloatingMonster.transform.position;
GameObject bulletObject = Instantiate(grenade, FloatingMonster.transform.position, Quaternion.identity);
yield return new WaitForSeconds(2.0f);
}
}
Edit: This is the code for the movement:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GrenadeMovement : MonoBehaviour
{
public float speed = 10f;
public float lifeDuration = 4.0f;
private float lifeTimer;
private Coroutine hasCourutineRunYet;
private Transform Player;
public SphereCollider sphereCollider;
// Use this for initialization
void Start()
{
lifeTimer = lifeDuration;
sphereCollider.enabled = false;
Player = GameObject.FindGameObjectsWithTag("Player")[0].transform;
}
// Update is called once per frame
void Update()
{
lifeTimer -= Time.deltaTime;
if (lifeTimer >= 3f)
{
Player = GameObject.FindGameObjectsWithTag("Player")[0].transform;
transform.LookAt(Player);
transform.position += transform.forward * speed * Time.deltaTime;
}
if (lifeTimer >= 0f)
{
transform.position = speed * transform.up * Time.deltaTime;
transform.position = speed * transform.forward * Time.deltaTime;
}
if (lifeTimer <= 0f)
{
if (hasCourutineRunYet == null)
{
hasCourutineRunYet = StartCoroutine(GrenadeExplosion());
}
}
}
private void OnTriggerEnter(Collider coll)
{
if (coll.gameObject.tag == "Player")
{
if (hasCourutineRunYet == null)
{
hasCourutineRunYet = StartCoroutine(GrenadeExplosion());
}
}
}
IEnumerator GrenadeExplosion()
{
sphereCollider.enabled = true;
yield return new WaitForSeconds(1.0f);
Destroy(gameObject);
}
}
With the help of #ken I figured out that I couldn't use a rigidbody so I changed the insantiation to this: GameObject bulletObject = Instantiate(grenade, FloatingMonster.transform.position, Quaternion.identity);. I then changed the movement script for it to:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GrenadeMovement : MonoBehaviour
{
public float speed = 10f;
public float lifeDuration = 4.0f;
private float lifeTimer;
private Coroutine hasCourutineRunYet;
private Transform Player;
public SphereCollider sphereCollider;
public Vector3 velocity;
// Use this for initialization
void Start()
{
lifeTimer = lifeDuration;
sphereCollider.enabled = false;
Player = GameObject.FindGameObjectsWithTag("Player")[0].transform;
}
// Update is called once per frame
void Update()
{
lifeTimer -= Time.deltaTime;
if (lifeTimer >= 2f)
{
Player = GameObject.FindGameObjectsWithTag("Player")[0].transform;
transform.LookAt(Player);
transform.position += transform.forward * 5 * Time.deltaTime;
}
if (lifeTimer >= 0f && lifeTimer <= 2f)
{
transform.position = 9.18f * transform.up * Time.deltaTime;
transform.position = 9.18f * transform.forward * Time.deltaTime;
}
if (lifeTimer <= 0f)
{
if (hasCourutineRunYet == null)
{
hasCourutineRunYet = StartCoroutine(GrenadeExplosion());
}
}
}
private void OnTriggerEnter(Collider coll)
{
if (coll.gameObject.tag == "Player" || coll.gameObject.tag == "Terrain")
{
if (hasCourutineRunYet == null)
{
hasCourutineRunYet = StartCoroutine(GrenadeExplosion());
}
}
}
IEnumerator GrenadeExplosion()
{
sphereCollider.enabled = true;
yield return new WaitForSeconds(1.0f);
Destroy(gameObject);
}
}
Thank you for all your help, I have been trying to fix this all week.
You could set its position in the Instantiate line. Instantiate has several arguments. You can set its position in Instantiate, as well as its rotation and parent.
Set it to this:
IEnumerator GrenadeAttack()
{
GameObject bulletObject = Instantiate(grenade, FloatingMonster.transform.position, Quaternion.identity);
yield return new WaitForSeconds(2.0f);
}

sprinting wont work unless I turn off maximize on play and select my player

I'm trying to make a 2d platformer and a really long time ago I added sprinting and it was working perfectly. yesterday it randomly stopped working and I have no idea why so I tried to test if my speed and current stamina values were changing when I held down shift by turning off maximize on play and selecting my player when holding down shift. when I tested it the values were changing and for some reason my sprint was working, but when I stopped selecting my player and selected something else, it stopped letting me sprint. I don't think this is a bug with my code I just think this is a unity glitch but I'll include my code anyways
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerContoller : MonoBehaviour
{
private Rigidbody2D rb;
public float speed = 7.34f;
public float jumpForce;
private float moveInput;
private bool isGrounded;
public Transform feetPos;
public float checkRadius;
public LayerMask whatIsGround;
public LayerMask Slow;
private float jumpTimeCounter;
public float jumpTime;
private bool isJumping;
public int maxStamina = 163;
public int currentStamina;
public bool canSprint;
public Stamina stamina;
private Animator anim;
void Start()
{
anim = GetComponent<Animator>();
rb = GetComponent<Rigidbody2D>();
currentStamina = maxStamina;
stamina.SetMaxStamina(maxStamina);
}
private void FixedUpdate()
{
moveInput = Input.GetAxisRaw("Horizontal");
rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
if(moveInput == 0)
{
anim.SetBool("isRunning", false);
} else
{
anim.SetBool("isRunning", true);
}
if (currentStamina > 0)
{
canSprint = true;
} else if (currentStamina < 0)
{
canSprint = false;
}
if (currentStamina < maxStamina)
{
RegenStamina(2);
}
if (canSprint == true)
{
if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.LeftShift))
{
LoseStamina(5);
speed = 14f;
}
} else
{
speed = 7.34f;
}
if (canSprint == false)
{
speed = 7.34f;
}
}
private void Update()
{
isGrounded = Physics2D.OverlapCircle(feetPos.position, checkRadius, whatIsGround);
if (moveInput > 0)
{
transform.eulerAngles = new Vector3(0, 0, 0);
}
else if (moveInput < 0)
{
transform.eulerAngles = new Vector3(0, 180, 0);
}
if (isGrounded == true && Input.GetKeyDown(KeyCode.Space))
{
anim.SetTrigger("takeOff");
isJumping = true;
jumpTimeCounter = jumpTime;
rb.velocity = Vector2.up * jumpForce;
}
if (isGrounded == true)
{
anim.SetBool("isJumping", false);
}
else
{
anim.SetBool("isJumping", true);
}
if(Input.GetKey(KeyCode.Space) && isJumping == true)
{
if(jumpTimeCounter > 0)
{
rb.velocity = Vector2.up * jumpForce;
jumpTimeCounter -= Time.deltaTime;
}
else
{
isJumping = false;
}
}
if (Input.GetKeyUp(KeyCode.Space))
{
isJumping = false;
}
}
void LoseStamina(int StaminaGone)
{
currentStamina -= StaminaGone;
stamina.SetStamina(currentStamina);
}
void RegenStamina(int AddStamina)
{
currentStamina += AddStamina;
stamina.SetStamina(currentStamina);
}
}
and in a different script I have
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Stamina : MonoBehaviour
{
public Slider slider;
public void SetMaxStamina(int Stamina)
{
slider.maxValue = Stamina;
slider.value = Stamina;
}
public void SetStamina(int Stamina)
{
slider.value = Stamina;
}
}
(this is to make the slider move)
Since your max stamina is 163 and you reduce 5 stamina every FixedUpdate it is very likely that you won't experience the sprinting effect for long enough to notice it (~0.4s) assuming you did not change the default fix update rate from 0.02 (50 updates per second).
You can try increasing the stamina value to test it out or reduce the stamina consumption every execution of the FixedUpdate method.
If you want to do it in FixedUpdate, try the following:
LoseStamina(5 * Time.fixedDeltaTime);
This will change the stamina consumption to 5 per second, you can tweak it as you see fit.

How to change default attack direction for player?

I coded my player in my platform game so that he would attack with a sword when you press space. It attacks right when I run right. It attacks left when I run left. But when I stand still by default it attacks left. How do I make it attack right instead?
Below is all the code in my player controller script, and also an image of my blend tree.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public int moveSpeed;
private Animator anim;
public int playerJumpPower = 1250;
private float moveX;
public bool isGrounded;
public float fJumpWaitTime = 0.2f;
private float fJumpWait;
private object col;
private bool attacking;
public float attackTime;
private float attackTimeCounter;
// Start is called before the first frame update
void Start()
{
anim = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
if (!attacking)
{
if (Input.GetButtonDown("Jump"))
{
Jump();
}
if (Input.GetAxisRaw("Horizontal") > 0.5f || Input.GetAxisRaw("Horizontal") < -0.5f)
{
transform.Translate(new Vector3(Input.GetAxisRaw("Horizontal") * moveSpeed * Time.deltaTime, 0f, 0f));
}
void Jump()
{
//Jumping Code
GetComponent<Rigidbody2D>().AddForce(Vector2.up * playerJumpPower);
isGrounded = false;
}
void OnCollisionEnter2D(Collision2D col)
{
Debug.Log("Player has collided with " + col.collider.name);
if (col.gameObject.tag == "ground")
{
isGrounded = true;
}
}
}
anim.SetFloat("MoveX", Input.GetAxisRaw("Horizontal"));
if (Input.GetKeyDown(KeyCode.Space))
{
attackTimeCounter = attackTime;
attacking = true;
anim.SetBool("Attack", true);
}
if(attackTimeCounter > 0)
{
attackTimeCounter -= Time.deltaTime;
}
if(attackTimeCounter <= 0)
{
attacking = false;
anim.SetBool("Attack", false);
}
}
}
After having another look at your Blend Tree, I would check if your Threst is the problem.
What you have right now:
PlayerAttackLeft 0 -1
PlayerAttackRight 1 1
What you should probably have:
PlayerAttackLeft -0.01 -1
PlayerAttackRight 0 1

Moving Platforms

We are at very beginning of studying Unity, so we decided to create a mini-platformer. We've already made coins, platforms and character animation, but when we tried to animate a platform, a huge catastrophe appeared. The problem is that character can't stand on the platform. When the platform moves, he falls (it looks like there's no friction, but we tried to set one - it was helpless).
Maybe, we repeat the question, that have been asked before, but hope you'll help us to solve this paradox. Have a nice day ;)
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class CharControl : MonoBehaviour
{
public float maxSpeed = 10f;
private bool isFacingRight = true;
private Animator anim;
private bool isGrounded = false;
public Transform groundCheck;
private float groundRadius = 0.2f;
public LayerMask whatIsGround;
public Text scoreText;
public float score = 0;
private void Start()
{
anim = GetComponent<Animator>();
}
private void FixedUpdate()
{
isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround);
anim.SetBool ("Ground", isGrounded);
anim.SetFloat ("vSpeed", rigidbody2D.velocity.y);
if (isGrounded && rigidbody2D.velocity.y != 0)
return;
float move = Input.GetAxis("Horizontal");
anim.SetFloat("Speed", Mathf.Abs(move));
rigidbody2D.velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);
if(move > 0 && !isFacingRight)
Flip();
else if (move < 0 && isFacingRight)
Flip();
}
private void Update()
{
if (isGrounded && (Input.GetKeyDown (KeyCode.Space) || Input.GetKeyDown(KeyCode.Joystick1Button0)))
{
anim.SetBool("Ground", false);
rigidbody2D.AddForce(new Vector2(0, 600));
}
}
private void Flip()
{
isFacingRight = !isFacingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
void OnTriggerEnter2D(Collider2D col){
if(col.gameObject.name == "Skull"){
score++;
Destroy (col.gameObject);
scoreText.text = "" + score;
}
if ((col.gameObject.name == "dead"))
Application.LoadLevel (Application.loadedLevel);
}}
you need to set MovingPlatform is ParentObject of HoldPlayerPlatform.
check below images for that also
Here is Holding Player Script on Moving Platform.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HoldPlayer : MonoBehaviour
{
private GameObject target = null;
private Vector3 offset;
void Start()
{
target = null;
}
void OnTriggerStay(Collider col)
{
target = col.gameObject;
offset = target.transform.position - transform.position;
}
void OnTriggerExit(Collider col)
{
target = null;
}
void LateUpdate()
{
if (target != null)
{
target.transform.position = transform.position + offset;
}
}
}
Here is image for setup HoldPlayerPlatform
Here is Setup for MovingPlatform

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