I'm using this code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class CollisionPlayer : MonoBehaviour
{
public bool alreadyDied = false;
public GameObject player;
public float timeDeath;
public ParticleSystem particles;
public GameObject explosionGO;
private SpriteRenderer sr;
private BoxCollider2D bc;
private PlayerController walkScript;
void Start()
{
sr = GetComponent<SpriteRenderer>();
bc = GetComponent<BoxCollider2D>();
walkScript = GetComponent<PlayerController>();
}
void OnCollisionEnter2D (Collision2D collide)
{
if (collide.gameObject.CompareTag("Dead"))
{
Instantiate(particles, player.transform.position, Quaternion.identity);
Instantiate(explosionGO, player.transform.position, Quaternion.identity);
CinemachineShake.Instance.ShakeCamera(30f, .1f);
alreadyDied = true;
}
}
void Update()
{
if(alreadyDied == true)
{
timeDeath -= Time.deltaTime;
sr.enabled = false;
bc.enabled = false;
walkScript.enabled = false;
}
if(timeDeath <= 0)
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
}
This is the bullet's code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LeftBulletScript : MonoBehaviour
{
// Start is called before the first frame update
public float speed;
public float destructionLeftTime;
public ParticleSystem particles;
private GameObject thisGameObject;
void Start()
{
thisGameObject = this.gameObject;
Destroy(gameObject, destructionLeftTime);
}
void Update()
{
transform.Translate(Vector2.left * speed * Time.deltaTime);
if(destructionLeftTime > 0.05f)
{
destructionLeftTime -= Time.deltaTime;
}
else
{
Instantiate(particles, thisGameObject.transform.position, Quaternion.identity);
}
}
}
This code should spawn some particles and a sound effect when the player gets hit by something with tag "Dead". But that does not happen. I have a box collider 2D on both the bullet (that should kill me) and the player. My Rigidbody2D is dynamic on the player with z freezed. The bullet does not have a rigidbody. I made sure that the bullet actually has the tag "Dead", spelled the exact same way as the way I wrote on the script. The weirdest thing is that I used this code on another game and nothing changed (just the name of a script). Both the player and the bullet are on the same layer. Anyone could tell me what could have happened?
Related
I am new to Unity & on Stackoverflow. Need your help as I am stuck in this below mentioned situation.
When I spawn my projectile(Bullet), It should be instantiated at player's current position but It's not getting changed. The bullet is getting generated from Center only(Not from Player's position). Please advise. image is for reference
SpawnobjectController Script
public class SpawnobjectController : MonoBehaviour
{
[SerializeField]
GameObject projectilereference;
[SerializeField]
GameObject enemyreference;
[SerializeField]
GameObject playerreference;
void Start()
{
StartCoroutine(Enemycoroutine());
StartCoroutine(ProjectileCoroutine());
}
void SpawnProjectile()
{
Instantiate(projectilereference, new Vector3(playerreference.transform.position.x,projectilereference.transform.position.y,0.0f), Quaternion.identity);
}
IEnumerator ProjectileCoroutine()
{
while (true)
{
SpawnProjectile();
yield return new WaitForSeconds(2.0f);
}
}
IEnumerator Enemycoroutine()
{
while (true) {
SpawnEnemy();
yield return new WaitForSeconds(1.0f);
}
}
void SpawnEnemy()
{
Instantiate(enemyreference, enemyreference.transform.position, Quaternion.identity);
}
}
PlayerController Scripts
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
float _horizontalAxisPlayer;
float _playerSpeed = 5f;
float _maxXBoundry = 2.31f;
void Start()
{
}
void Update()
{
ControlPlayerBoundries();
PlayerMovement();
}
void PlayerMovement()
{
_horizontalAxisPlayer = Input.GetAxis("Horizontal")*_playerSpeed*Time.deltaTime;
transform.Translate(new Vector3(_horizontalAxisPlayer, 0.0f, 0.0f));
}
void ControlPlayerBoundries()
{
if (transform.position.x>_maxXBoundry)
{
transform.position = new Vector3(_maxXBoundry,transform.position.y,0.0f);
}
else if (transform.position.x<-_maxXBoundry)
{
transform.position = new Vector3(-_maxXBoundry, transform.position.y, 0.0f);
}
}
}
EnemyController
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyController : MonoBehaviour
{
[SerializeField]
private float enemeySpeed = 2f;
void Start()
{
}
void Update()
{
transform.Translate(Vector3.down * enemeySpeed * Time.deltaTime);
}
}
ProjectileController Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ProjectileController : MonoBehaviour
{
[SerializeField]
private GameObject Playerref;
[SerializeField]
private float projectile_speed = 2f;
void Start()
{
}
void Update()
{
// print(Playerref.transform.position);
}
private void LateUpdate()
{
transform.Translate(new Vector3(transform.position.x, 0.5f) * projectile_speed * Time.deltaTime);
}
}
Your problem is likely in the script that translates your bullet.
As the code you shared does exactly what you want. Assuming we are in a front view.
I have verified this by using your script and a copy of the enemy script in place of a bullet that moves them in Vector3.Up direction.
Edit:
You are creating a new vector with the transforms x and 0,5f that gets added every frame.
You either set transform.position or use Translate but with a direction only.
Moves the transform in the direction and distance of translation.
transform.Translate(Vector3 translation)
The following line would work instead.
private void LateUpdate()
{
transform.Translate(Vector3.up * projectile_speed* Time.deltaTime);
}
I have a problem in unity , the player mouvement is going good until I add an animation the player stop moving even if I press the keyboard keys,when I remove the animator compenent the player move normaly without problems !
I tried separate the animation script from the movement script and still theame problem , I don't think that the problem is comming from the code
playerAnimation code :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class playerAnim : MonoBehaviour
{
Animator anim;
Rigidbody2D rb;
void Start()
{
rb = gameObject.GetComponent<Rigidbody2D>();
anim = gameObject.GetComponent<Animator>();
}
void FixedUpdate()
{
if (rb.velocity.x == 0)
anim.SetBool("isRunning", false);
else
anim.SetBool("isRunning", true);
if (rb.velocity.y > 0)
anim.SetBool("isJumping", true);
else
anim.SetBool("isJumping", false);
}
}
playerMovement script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class playerControl : MonoBehaviour
{
Rigidbody2D rb;
private float horizontal;
public float runSpeed;
public float jumpPower;
public bool inTheGround;
private SpriteRenderer sp;
Animator anim;
// Start is called before the first frame update
void Start()
{
rb = gameObject.GetComponent<Rigidbody2D>();
sp = gameObject.GetComponent<SpriteRenderer>();
anim = gameObject.GetComponent<Animator>();
}
private void Update()
{
horizontal = Input.GetAxisRaw("Horizontal");
}
private void FixedUpdate()
{
rb.velocity = new Vector2(horizontal * runSpeed,
rb.velocity.y);
if (Input.GetButton("Jump")&& inTheGround)
{
rb.velocity = new Vector2(rb.velocity.x,jumpPower);
}
flipping();
Debug.Log(rb.velocity.x);
}
private void OnCollisionEnter2D(Collision2D other)
{
if (other.gameObject.CompareTag("ground"))
inTheGround = true;
}
private void OnCollisionExit2D(Collision2D other)
{
if
(other.gameObject.CompareTag("ground")&&rb.velocity.y>0.1)
inTheGround = false;
}
void flipping()
{
if (Input.GetKey(KeyCode.RightArrow))
sp.flipX = false;
if (Input.GetKey(KeyCode.LeftArrow))
sp.flipX = true;
}
}
Check if Apply Root Motion on Animator Component is set to false. This setting can overwrite your changes of the object's position over time. if not - can you please provide more information, perfectly a screenshot of your player components, and Animator Controller.
I am new to unity. Recently, I have started making a survival fps game, there, I have 1 enemy, when I kill him, it will spawn more enemies. However, the spawned only move, but not shoot. Although, I have attached a script to it. here are all my code.
prefab_shooting-
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class prefab_shooting : MonoBehaviour
{
public float damage = 1f;
public float range = 100f;
public GameObject player;
public GameObject enemy;
private void Start()
{
player = GameObject.FindWithTag("Player");
enemy = GameObject.FindWithTag("PBR");
}
private void Update()
{
if (Vector3.Distance(transform.position, player.transform.position) < 25.0f)
{
Debug.Log(damage);
}
}
void Shoot()
{
RaycastHit hit;
if (Physics.Raycast(enemy.transform.position, enemy.transform.forward, out hit, range))
{
if (hit.transform.tag == "Player")
{
swat_death swat = hit.transform.GetComponent<swat_death>();
// Debug.Log(damage);
}
}
}
}
PBR_shooting (the enemy shooting)-
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PBR_shooting : MonoBehaviour
{
public float damage = 1f;
public float range = 100f;
public GameObject player;
public GameObject enemy;
private void Start()
{
player = GameObject.FindWithTag("Player");
enemy = GameObject.FindWithTag("PBR");
}
private void Update()
{
if (Vector3.Distance(transform.position, player.transform.position) < 25.0f)
{
Shoot();
}
}
void Shoot()
{
RaycastHit hit;
if(Physics.Raycast(enemy.transform.position, enemy.transform.forward, out hit, range))
{
if(hit.transform.tag == "Player")
{
swat_death swat = hit.transform.GetComponent<swat_death>();
// Debug.Log(swat.health);
swat.TakeDamage(damage);
}
}
}
Swat_death (player_death) -
using UnityEngine;
using UnityEngine.SceneManagement;
public class swat_death : MonoBehaviour
{
static float health = 250f;
public GameObject player;
public void TakeDamage(float amount)
{
health -= amount;
Debug.Log(health);
if (health <= 0f)
{
Debug.Log("STOP");
SceneManager.LoadScene("death_scene");
}
}
void Die()
{
}
private void OnCollisionEnter(Collision collision)
{
if(collision.transform.tag == "enemy_bullet")
{
//SceneManager.LoadScene("death_scene");
}
}
}
And the PBR_Death (from where the spawning starts) -
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PBR_death : MonoBehaviour
{
public GameObject player;
Animator anim;
public int XPos;
public int ZPos;
public GameObject TheEnemy;
public int enemyCount = 0;
public int points = 1;
public GameObject enemyGameObject;
void Start()
{
anim = GetComponent<Animator>();
enemyGameObject = GameObject.FindWithTag("PBR");
}
// Update is called once per frame
void OnCollisionEnter(Collision collision)
{
if (collision.transform.tag == "bullet")
{
anim.SetTrigger("isDying");
enemy_movement enemy = GetComponent<enemy_movement>();
enemy.enabled = false;
PBR_shooting shoot = GetComponent<PBR_shooting>();
shoot.enabled = false;
scoreManager.score += points;
GameObject go = Instantiate(enemyGameObject, new Vector3(Random.Range(34, 0), Random.Range(34, 0), 0), Quaternion.identity) as GameObject;
go.AddComponent<prefab_movement>();
go.AddComponent<prefab_death>();
go.AddComponent<prefab_shooting>();
// StartCoroutine(EnemySpawner());
Destroy(collision.gameObject);
}
}
Pls help me, I am stuck in this for almost 3 days..
You didn't call the function
In your first script (prefab_shooting-) You didn't call the Shoot() function.
As soon as I add my camera follow script to the camera, my player can no longer be controlled.No error is displayed.As soon as I start the game the x and y position changes to negative during the game.As soon as I delete the follow script everything works again.Can someone help me please?
Here the scripts:
Follow Script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraFollow : MonoBehaviour
{
[SerializeField]
public GameObject followObject;
public void Update()
{
if (!followObject)
{
followObject = GameObject.FindGameObjectWithTag("Player");
}
transform.position = new Vector3(followObject.transform.position.x, followObject.transform.position.y, -10);
}
}
PlayerController:
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.Profiling.Memory.Experimental;
using UnityEngine;
using UnityEngine.UI;
public class PlayerController : MonoBehaviour
{
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f;
public static PlayerController PC;
public float runSpeed = 200;
public float jumpSpeed;
private bool isJumping;
private float move;
private Vector3 m_Velocity = Vector3.zero;
void Update()
{
move = Input.GetAxis("Horizontal");
// Move the character by finding the target velocity
Vector3 targetVelocity = new Vector2(move * 10f, rb.velocity.y);
// And then smoothing it out and applying it to the character
rb.velocity = Vector3.SmoothDamp(rb.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
if (move < 0)
{
transform.eulerAngles = new Vector3(0, 180, 0);
}else if(move > 0)
{
transform.eulerAngles = new Vector3(0, 0, 0);
}
if(Input.GetButtonDown("Jump") && !isJumping)
{
rb.AddForce(new Vector2(0f, jumpSpeed));
isJumping = true;
}
private void OnCollisionEnter2D(Collision2D other)
{
if(other.gameObject.CompareTag("Ground"))
{
isJumping = false;
}
if (other.gameObject.CompareTag("MGround"))
{
this.transform.parent = other.transform;
isJumping = false;
}
}
private void OnCollisionExit2D(Collision2D other)
{
if (other.gameObject.CompareTag("MGround"))
{
this.transform.parent = null;
isJumping = true;
}
}
}
Try this:
Put it on camera game object
and put player game object to player window in the inspector
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraFollow : MonoBehaviour
{
[SerializeField]
public Transform player;
public void Update()
{
transform.position = new Vector3(player.position.x, player.position.y);
}
}
You´re scripts are incomplete and I could not reproduce your error. Did you copy/paste the full source?
I cleaned them up anyway and they work perfectly for me.
Here is what I did.
Camera Follow
No Changes
Player Controller
Add a Private "RigidBody2D rb" to the script since it was missing but you were
using it in Update().
Move Collision Methods out of Update
Add closing brackets.
I am developing a basic game on Unity to improve myself. It's a basic endless runner platform game.
If you right click when the player is on the ground, it jumps; if it's not on the ground, it falls faster.
But I couldn't figure out how to make a player die while falling when it couldn't catch the platform. Could you please check my code? I am trying to find an "if" command to make it happen.
using JetBrains.Annotations;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class PlayerControls : MonoBehaviour
{
public Rigidbody2D rb;
public Transform groundCheck;
public float groundCheckRadius;
public LayerMask whatIsGround;
private bool onGround;
float CurrentFallTime;
public float MaxFallTime = 7;
bool PlayerIsFalling;
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
void Update()
{
rb.velocity = new Vector2(5, rb.velocity.y);
onGround = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, whatIsGround);
CurrentFallTime += Time.deltaTime;
if (Input.GetMouseButtonDown(0) && onGround)
{
rb.velocity = new Vector2(rb.velocity.x, 12);
}
if (Input.GetMouseButtonDown(0) && !onGround)
{
rb.velocity = new Vector2(rb.velocity.x, -10);
}
// I want it to die and go to game over screen when it exceeds the CurrentFallTime
if ()
{
if (CurrentFallTime >= MaxFallTime)
{
SceneManager.LoadScene("GameOver");
}
}
}
}
EDIT: It solved! I simpy added "if(onGround)" and reset the CurrentFallTime. Here is the new code:
using JetBrains.Annotations;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class PlayerControls : MonoBehaviour
{
public Rigidbody2D rb;
public Transform groundCheck;
public float groundCheckRadius;
public LayerMask whatIsGround;
private bool onGround;
float CurrentFallTime;
public float MaxFallTime = 7;
bool PlayerIsFalling;
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
void Update()
{
rb.velocity = new Vector2(5, rb.velocity.y);
onGround = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, whatIsGround);
CurrentFallTime += Time.deltaTime;
if (onGround)
{
CurrentFallTime = 0f;
}
if (Input.GetMouseButtonDown(0) && onGround)
{
rb.velocity = new Vector2(rb.velocity.x, 12);
}
if (Input.GetMouseButtonDown(0) && !onGround)
{
rb.velocity = new Vector2(rb.velocity.x, -10);
}
if (CurrentFallTime >= MaxFallTime)
{
SceneManager.LoadScene("GameOver");
}
}
}
This is something that I just thought of now, so I'm not sure how well it will work, but you can create a 1-sided plane collider and position it to follow the x- and y-coordinate of the player, but stay slightly lower than the height of the ground, e.g. 1unit. Then check when the player collides with the plane, if it does then you know that the player has fallen.
So, create an empty GameObject and add the collider, no need for any mesh properties and set the collider trigger to true. Then in player controls add something like in update.
colliderGo.transform.location = new Vector3(transform.x, groundHeight - 1, transform.z)
Also in the player controller function
function onTrigger(Collider col) {
if (col.tag == "fallDetector") {
Debug.Log("What a cruel world")
playHasFallen = true;
}
}
Something like this should work.