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I'm making a game like Super Mario. The player is a circle and the enemy is a square that goes left and right after hitting a wall. If the enemy touches the player on the sides the player dies so to survive the player has to jump on the head of the enemy to kill it.
I separated the enemy to two parts body and head (body is parent and the head is a child). Now killing the player is already done but I'm stuck at killing the enemy. How do I kill (destroy) the parent when the player touches the head (child)?
You should be able to add a collider to the child/head, BoxCollider2D for example. Then you can handle the Collision event and call a method on the parent object.
It would look something like:
// In the child/head
void OnCollisionEnter2D(Collision2D col)
{
var goomba = transform.Parent.GetComponent<Goomba>();
goomba.Kill();
}
This is probably the simplest way, but I think there is a way to propagate collisions to the parent, can't remember though.
Edit:
Apparently,
If you're using a Rigidbody with the character, you can get this out of the box. :)
Found that in this answer: https://gamedev.stackexchange.com/questions/151670/unity-how-to-detect-collision-occuring-on-child-object-from-a-parent-script
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I am currently working on a Unity Game , so basically it is a school project ,but next level . I build an arena , and two balls on it . The balls have to push each other on the arena and the last one standing on the arena wins . But i am stuck with my code ... i want that the first ball who falls down , immediatly to respawn the both balls in the respawn point , and then the score to go higher with 1 point every time one of the balls falls down. It seems so difficult for me and i am struggling with it. If anybody cand save me i will be happy ! Thanks !! <3
I tried a lot of methods but the only bug i have is that if a ball falls down , the game automatically spawns a lot of balls in the place the ball has fallen . And after 1 minute my map is full of balls .... and i do not want that to happen. So please i am asking for your help !
Assuming you have two ball objects, you could make a Player.cs script, that is applied to the two balls. The script could have the following fields:
The other player object
The player's score object
The position on which the player is to respawn
Then, inside your Update method, you could check whether the ball has fallen below a certain Y value. If so, it can get the other player's score object, and increase the number on it. After that, just set the position of the current object to the specified position.
Currently, I can't provide any specific APIs or code, since I don't have Unity installed, but I'll be sure to edit the answer as soon as it installs.
For what you want to do, my advice is to create an empty GameObject, add a collider, and activate the isTriggered property. To make a previously prepared vector2 or vector3 the position of the players when one of the players is triggered and to set all the forces affecting the rigidbody of the players to 0 . You can also figure out which player to score according to the tag of the triggered GameObject every time it is triggered.
I'm not a professional but I hope it helped.
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so, a little backstory. I have been working on a cel shaded 3d rpg for a while now. it' s going to have the options to switch between action based and turn based. that's for a later time though.
the question I have is I want to add a way to damage the enemy when the sword collides with it. I know onCollisionEnter is a way to do it, I also know raycasts are a different but more complicated way to do it.
I want for each sword swing to damage the enemy (Slimes for now, more enemies later.) incremently instead of an instant death. I have tried onCollisionEnter before, but couldn't get it to decrease in increments.
just, well... an instant death
the onCollisionEnter I have used is with the comparetag<> function.
it might also be important to know that I am on unity 2019.4.X
I have tried to use unity 2020.x but it was too taxing on my PC, as every time I would do something an application load thing would appear and it would be annoying.
Raycasts is not suitable for you if you are not throwing swords. You are using the correct way (collision), but you are missing a point:
This does not happen once when there is a collision. Lots of collisions happen consecutively.
To avoid this, you can close one of the colliders for a short time when there is a collision. (this means that: If the enemy has 100 health and we are decreasing 20 health with each hit, more than 5 collisions occur consecutively. Therefore, we are killing the enemy in one fell swoop.)
Or you can use a bool value (for example swordSwingCollisionActive). If the collision occurs after the sword is swung, you set this bool value to true. When the sword swing is over, you go false again. Just write if (swordSwingCollisionActive) return; at the beginning of OnCollisionEnter.
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I think it is simple, but I don't find the solution. I want my player to move some times red boxes and others blue boxes. I tried to freeze box X position when player collides, but then I have moving platforms so it doesn´t work. I tried to increase the mass, but I have also problems with some situations. Can I know the force that the player is applying in the box in order to apply exactly the inverse force ? Do you think another way ?
Yous shouldn't be freezing the position or changing the mass to get this effect.
If you don't want move any object to be moved by another object, enable Is Kinematic on that Object.
Is Kinematic description from the doc:
If enabled, the object will not be driven by the physics engine, and
can only be manipulated by its Transform
public Rigidbody redBoxes;
public Rigidbody blueBoxes;
Don't move Red and Blue Boxes by another object(Player)
redBoxes.isKinematic = true;
blueBoxes.isKinematic = true;
Allow movement of Red and Blue Boxes by another object(Player)
redBoxes.isKinematic = false;
blueBoxes.isKinematic = false;
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Currently I'm creating game in which whole level is generated when player moves. I have working script for that, but now I want to generate obstacles in front of the player. My idea is to add empty object to my terrain segment(these are dynamically generated) and then instantiate random obstacles at their position at runtime. The only thing i don't know is how this script should pick random empty object(empty object is child of the segment) to instantiate this obstacle? The script which generates level is attached to player.
This gives you an idea of how to do it.
Spawns a random game object to one of the empty gameobjects around your terrain.
//Add the random objects in the inspector
public List<GameObject> gameObjects;
//Spawn points around the terrain
public List<Transform> emptyTransforms;
foreach(var item in emptyTransforms){
var objToSpawn = gameObjects[Random.Range(0, gameObjects.Length)];
var objSpawned = Instantiate(objToSpawn, emptyTransforms[Random.Range(0, emptyTransforms.Length)].position, Quaternion.identity);
objSpawned.transform.SetParent(newParent);
}
Use the Random.Range function to calculate random values. Then make the values within bounds of where you want obstacles to spawn and create a Vector3 with those values. Now the obstacles are spawned in a random area.
If you have a fixed list of possible positions, just store them in a public variable in the script. If your empty gameobjects are the positions, create a public GameObject[] positions;, populate it and use something like Random.Range to pick one of it.
Also I suggest you have a look at item pooling and don't instantiate new objects all the time (and probably destroy "old" ones). That is better for your performance.
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I want to make the player move by a specific amount (1 tile/unit in this case) and then stop him. Just like in this video:
http://www.youtube.com/watch?v=DotOAbNngc4
By pressing a key the player should move smoothly to the next tile, than stops and so on.
How can I archieve this? (in C#)
You could take a look at GridMove which is from UnifyWiki.
You would probably get more of a response if you posted this question to answers.unity3d.com or forum.unity3d.com as these forums are specifically target towards Unity3d.
Here's what I would do: you give your player class a target field, e.g. a 2d vector. This will either contain the current position of the player (when initializing or when the target has been reached) or the target that you want to move the player to.
Now in your update you do this:
if target equals your current position then check user input for movement.
if user requests movement set target to position adjacent to current position.
else slowly move player towards target.
You may want to create a field for the current position of the player besides the normal position in GameObject. You could then update GameObject.position in the update-cylce by a small delta until the positions of GameObject.position and target have the (roughly! use epsilon when comparing) same value.
Some hints
Vector2.MoveTowards can help you
To check if the target and position are "close enough" you could subtract one from the other and look at the resulting vector's magnitude.
Beware of overshooting when you move towards the target. If your movement distance is more then or equal to the distance between position and target, just set the position to the target.