2D Character only move on Y axis - c#

So i'm making a Platformer game but my player can only jump and crouch. Everytime I want to walk, my player just stay here and don't move. Everything is okay in the input manager and i'm using a character controller 2D. For the movement, I have made a little script named PlayerMovement. I'm currently using Unity 2019.3.14f1. Figured out the problem but not knowing how to solve it, my horizontal input value is not being received
Here's the character controller 2D:
using UnityEngine;
using UnityEngine.Events;
public class CharacterController2D : MonoBehaviour
{
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool m_Grounded; // Whether or not the player is grounded.
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private Vector3 m_Velocity = Vector3.zero;
[Header("Events")]
[Space]
public UnityEvent OnLandEvent;
[System.Serializable]
public class BoolEvent : UnityEvent<bool> { }
public BoolEvent OnCrouchEvent;
private bool m_wasCrouching = false;
private void Awake()
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
if (OnLandEvent == null)
OnLandEvent = new UnityEvent();
if (OnCrouchEvent == null)
OnCrouchEvent = new BoolEvent();
}
private void FixedUpdate()
{
bool wasGrounded = m_Grounded;
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
{
m_Grounded = true;
if (!wasGrounded)
OnLandEvent.Invoke();
}
}
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (crouch)
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
{
crouch = true;
}
}
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// If crouching
if (crouch)
{
if (!m_wasCrouching)
{
m_wasCrouching = true;
OnCrouchEvent.Invoke(true);
}
// Reduce the speed by the crouchSpeed multiplier
move *= m_CrouchSpeed;
// Disable one of the colliders when crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = false;
}
else
{
// Enable the collider when not crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = true;
if (m_wasCrouching)
{
m_wasCrouching = false;
OnCrouchEvent.Invoke(false);
}
}
// Move the character by finding the target velocity
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
// And then smoothing it out and applying it to the character
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
// If the input is moving the player right and the player is facing left...
if (move > 0 && !m_FacingRight)
{
// ... flip the player.
Flip();
}
// Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && m_FacingRight)
{
// ... flip the player.
Flip();
}
}
// If the player should jump...
if (m_Grounded && jump)
{
// Add a vertical force to the player.
m_Grounded = false;
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
}
private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;
transform.Rotate(0f, 180f, 0f);
}
}
And the player movement:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public CharacterController2D controller;
public Animator animator;
public float runSpeed = 40f;
float horizontalMove = 0f;
bool jump = false;
bool crouch = false;
// Update is called once per frame
void Update()
{
horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;
animator.SetFloat("Speed", Mathf.Abs(horizontalMove))
;
if (Input.GetButtonDown("Jump"))
{
jump = true;
animator.SetBool("IsJumping", true);
}
if (Input.GetButtonDown("Crouch"))
{
crouch = true;
}
else if (Input.GetButtonUp("Crouch"))
{
crouch = false;
}
if (Input.GetButtonDown("Horizontal"))
{
Debug.Log("True");
}
}
public void OnLanding()
{
animator.SetBool("IsJumping", false);
}
public void OnCrouching(bool isCrouching)
{
animator.SetBool("IsCrouching", isCrouching);
}
void FixedUpdate()
{
// Move our character
controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump);
jump = false;
}
}

Related

Why does my Teleport Move not function the way I want it to?

I am doing my Computer Science A-Level NEA and I want to program a teleport for my player character to use in these circumstances:
The direction of the teleport is controlled by the left mouse button
The player can only teleport once until they touch the ground again
If the player teleports through enemies then those enemies will be instantly killed.
The third one isn't too important at the moment as the 2nd condition isn't working properly.
using System.Collections; using System.Collections.Generic; using
UnityEngine;
public class Teleport : MonoBehaviour {
public Vector2 screenPosition;
public Vector2 worldPosition;
private CharacterController2D characterController2D;
public bool canTeleport = true;
void Awake()
{
characterController2D = GetComponent<CharacterController2D>();
}
public void t_PORT()
{
bool ground_check = characterController2D.m_Grounded;
if (canTeleport = true && Input.GetMouseButtonDown(0))
{
screenPosition = Input.mousePosition;
worldPosition = Camera.main.ScreenToWorldPoint(screenPosition);
transform.position = worldPosition;
while (ground_check = false)
{
if (ground_check = false)
{
canTeleport = false;
}
else
{
canTeleport = true;
}
}
}
} }
Here is the code for the teleport. It works by taking the on-screen position of the mouse when clicked, translating it into an in-game position and changing the player's position to that of the mouse's.
I took a boolean value from my Character Controller called m_grounded which checks to see if the player is currently touching the ground. I thought that if the player has already teleported I could use a while loop (it would loop on the condition that m_grounded is false and break when the player touches the ground allowing them to teleport again). The first time I tried this it didn't work as I had the code in an Update Class and when I would teleport the game would freeze. I then put it into it's own class called t_Port (which you can see above) but then the player wouldn't teleport at all. I decided to put it in a FixedUpdate class which allowed the player to teleport once more but the player could teleport an infinite amount of times (which I do not want).
The script for my character controller is here:
using UnityEngine; using UnityEngine.Events;
public class CharacterController2D : MonoBehaviour { [SerializeField]
private float m_JumpForce = 400f; // Amount
of force added when the player jumps. [Range(0, 1)] [SerializeField]
private float m_CrouchSpeed = .36f; // Amount of maxSpeed
applied to crouching movement. 1 = 100% [Range(0, .3f)]
[SerializeField] private float m_MovementSmoothing = .05f; // How
much to smooth out the movement [SerializeField] private bool
m_AirControl = false; // Whether or not a
player can steer while jumping; [SerializeField] private LayerMask
m_WhatIsGround; // A mask determining what is
ground to the character [SerializeField] public Transform
m_GroundCheck; // A position marking where
to check if the player is grounded. [SerializeField] private
Transform m_CeilingCheck; // A position
marking where to check for ceilings [SerializeField] private
Collider2D m_CrouchDisableCollider; // A collider that
will be disabled when crouching
const float k_GroundedRadius = .2f; // Radius of the overlap circle
to determine if grounded public bool m_Grounded; //
Whether or not the player is grounded. const float k_CeilingRadius =
.2f; // Radius of the overlap circle to determine if the player can
stand up private Rigidbody2D m_Rigidbody2D; private bool
m_FacingRight = true; // For determining which way the player is
currently facing. private Vector3 m_Velocity = Vector3.zero;
[Header("Events")] [Space]
public UnityEvent OnLandEvent;
[System.Serializable] public class BoolEvent : UnityEvent { }
public BoolEvent OnCrouchEvent; private bool m_wasCrouching = false;
private void Awake() { m_Rigidbody2D =
GetComponent();
if (OnLandEvent == null) OnLandEvent = new UnityEvent();
if (OnCrouchEvent == null) OnCrouchEvent = new BoolEvent(); }
public void FixedUpdate() { bool wasGrounded = m_Grounded;
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck
position hits anything designated as ground // This can be done
using layers instead but Sample Assets will not overwrite your project
settings. Collider2D[] colliders =
Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius,
m_WhatIsGround); for (int i = 0; i < colliders.Length; i++) {
if (colliders[i].gameObject != gameObject) {
m_Grounded = true;
if (!wasGrounded)
OnLandEvent.Invoke(); } } }
public void Move(float move, bool crouch, bool jump) { // If
crouching, check to see if the character can stand up if (!crouch)
{ // If the character has a ceiling preventing them from standing
up, keep them crouching if
(Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius,
m_WhatIsGround)) {
crouch = true; } }
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl) {
// If crouching if (crouch) {
if (!m_wasCrouching)
{
m_wasCrouching = true;
OnCrouchEvent.Invoke(true);
}
// Reduce the speed by the crouchSpeed multiplier
move *= m_CrouchSpeed;
// Disable one of the colliders when crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = false; } else {
// Enable the collider when not crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = true;
if (m_wasCrouching)
{
m_wasCrouching = false;
OnCrouchEvent.Invoke(false);
} }
// Move the character by finding the target velocity Vector3
targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
// And then smoothing it out and applying it to the character
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity,
targetVelocity, ref m_Velocity, m_MovementSmoothing);
// If the input is moving the player right and the player is facing
left... if (move > 0 && !m_FacingRight) {
// ... flip the player.
Flip(); } // Otherwise if the input is moving the player left and the player is facing right... else if (move < 0 &&
m_FacingRight) {
// ... flip the player.
Flip(); } } // If the player should jump... if (m_Grounded && jump) { // Add a vertical force to the player.
m_Grounded = false; m_Rigidbody2D.AddForce(new Vector2(0f,
m_JumpForce)); } }
private void Flip() { // Switch the way the player is labelled as
facing. m_FacingRight = !m_FacingRight;
// Multiply the player's x local scale by -1. Vector3 theScale =
transform.localScale; theScale.x *= -1; transform.localScale =
theScale; } }
And here is my Player Movement script:
using System.Collections; using System.Collections.Generic; using
UnityEngine;
public class PlayerMovement : MonoBehaviour {
public CharacterController2D controller;
public Animator animator;
float X_Speed = 0.0f;
float Y_Speed = 0.0f;
float Ground_speed = 0.0f;
float Ground_angle;
float acceleration_speed = 0.46875f;
float deceleration_speed = 5.0f;
float friction_speed = 0.66875f;
float top_speed = 100.0f;
public bool jump = false;
bool crouch = false;
// Update is called once per frame
void Update()
{
if (Input.GetAxisRaw("Horizontal") < 0) //if player is pressing left
{
if (X_Speed > 0.0f)
{
X_Speed -= deceleration_speed; //decelerate
if (X_Speed <= 0.0f)
{
X_Speed = -0.5f;
}
}
else if (X_Speed > -top_speed)
{
X_Speed -= acceleration_speed; //accelerate
if (X_Speed <= -top_speed)
{
X_Speed = -top_speed; //impose top speed limit
}
}
}
if (Input.GetAxisRaw("Horizontal") > 0) //if player is pressing right
{
if (X_Speed < 0.0f) //if moving to the left
{
X_Speed += deceleration_speed; //decelerate
if (X_Speed >= 0.0f)
{
X_Speed = 0.5f;
}
}
else if (X_Speed < top_speed)
{
X_Speed += acceleration_speed; //accelerate
if (X_Speed >= top_speed)
{
X_Speed = top_speed; //impose top speed limit
}
}
}
if (Input.GetAxis("Horizontal") == 0)
{
X_Speed -= friction_speed; //decelerate
if (X_Speed <= 0)
{
X_Speed = 0.0f;
}
}
animator.SetFloat("Speed", Mathf.Abs(X_Speed));
if (Input.GetButtonDown("Jump"))
{
jump = true;
animator.SetBool("isJumping", true);
}
if (Input.GetButtonDown("Crouch"))
{
crouch = true;
}
else if (Input.GetButtonUp("Crouch"))
{
crouch = false;
}
}
private void onCollisionEnter2D(Collision2D other)
{
}
public void OnLanding()
{
animator.SetBool("isJumping", false);
}
public void OnCrouching(bool isCrouching)
{
animator.SetBool("isCrouching", isCrouching);
}
void FixedUpdate()
{
// Move the character, jump and croutch
controller.Move(X_Speed * Time.fixedDeltaTime, crouch, jump);
jump = false;
} }
I would like for my player character to teleport once before having to touch the ground to be able to teleport again.
I appreciate the thouroughness of posting all relevant code, but the error is in the very first snippet:
while (ground_check = false)
{
if (ground_check = false)
{
...
One equals sign is an assignment, two is an equality check:
while (ground_check == false)
{
if (ground_check == false)
{
...
This fixed my problems:
using System.Collections; using System.Collections.Generic; using
UnityEngine;
public class Teleport : MonoBehaviour {
public Vector2 screenPosition;
public Vector2 worldPosition;
private CharacterController2D characterController2D;
public bool canTeleport = true;
void Awake()
{
characterController2D = GetComponent<CharacterController2D>();
}
void FixedUpdate()
{
if (canTeleport == true && Input.GetMouseButtonDown(0))
{
T_Port();
}
else
{
bool ground_check = characterController2D.m_Grounded;
if (!ground_check && canTeleport == false)
{
canTeleport = false;
}
else
{
canTeleport = true;
}
}
}
public void T_Port()
{
screenPosition = Input.mousePosition;
worldPosition = Camera.main.ScreenToWorldPoint(screenPosition);
transform.position = worldPosition;
canTeleport = false;
}
}

Unity collider touch not act on player

I have both player and ground with colliders 2D and player is supposed to stop on top of ground but instead it stops at the bottom of the ground.
Code
PlayerController
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float moveSpeed;
private float moveSpeedStore;
public float speedMultiplier;
public float speedIncreateMilestone;
private float speedIncreateMilestoneStore;
private float speedMilestoneCount;
private float speedMilestoneCountStore;
public float jumpForce;
public float jumpTime;
private float jumpTimeCounter;
private bool stoppedJumping;
private bool canDoubleJump;
private Rigidbody2D myRigidbody;
public bool grounded;
public LayerMask whatIsGround;
public Transform groundCheck;
public float groundCheckRadius;
// private Collider2D myCollider;
private Animator myAnimator;
public GameManager theGameManager;
public AudioSource jumpSound;
public AudioSource deathSound;
// Start is called before the first frame update
void Start()
{
myRigidbody = GetComponent<Rigidbody2D>();
myAnimator = GetComponent<Animator>();
jumpTimeCounter = jumpTime;
speedMilestoneCount = speedIncreateMilestone;
moveSpeedStore = moveSpeed;
speedMilestoneCountStore = speedMilestoneCount;
speedIncreateMilestoneStore = speedIncreateMilestone;
stoppedJumping = true;
}
// Update is called once per frame
void Update()
{
grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, whatIsGround);
if(transform.position.x > speedMilestoneCount)
{
speedMilestoneCount += speedIncreateMilestone;
speedIncreateMilestone = speedIncreateMilestone * speedMultiplier;
moveSpeed = moveSpeed * speedMultiplier;
}
myRigidbody.velocity = new Vector2(moveSpeed, myRigidbody.velocity.y);
if(Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0) )
{
if(grounded)
{
myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, jumpForce);
stoppedJumping = false;
jumpSound.Play();
}
if(!grounded && canDoubleJump)
{
myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, jumpForce);
jumpTimeCounter = jumpTime;
stoppedJumping = false;
canDoubleJump = false;
jumpSound.Play();
}
}
if((Input.GetKey(KeyCode.Space) || Input.GetMouseButton(0)) && !stoppedJumping)
{
if(jumpTimeCounter > 0)
{
myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, jumpForce);
jumpTimeCounter -= Time.deltaTime;
}
}
if(Input.GetKeyUp(KeyCode.Space) || Input.GetMouseButtonUp(0))
{
jumpTimeCounter = 0;
stoppedJumping = true;
}
if(grounded)
{
jumpTimeCounter = jumpTime;
canDoubleJump = true;
}
myAnimator.SetFloat("Speed", myRigidbody.velocity.x);
myAnimator.SetBool("Grounded", grounded);
}
void OnCollisionEnter2D(Collision2D other) {
if(other.gameObject.tag == "killbox")
{
theGameManager.RestartGame();
moveSpeed = moveSpeedStore;
speedMilestoneCount = speedMilestoneCountStore;
speedIncreateMilestone = speedIncreateMilestoneStore;
deathSound.Play();
}
}
}
Player settings
Question
What should I do to hold my player on top of ground?
NOTE: it's my first question on unity ever so if you need any sort of code or data please just ask, I try my best to provide you what you need.
Thanks.
It looks like your collider is simply too high. You'll notice that the green box indicating your collider size and position is colliding with the correct spot on the ground. The bottom of it is just touching the top of the ground. You simply need to move the collider down on the player so that the bottom of the green box is at the bottom of the player's sprite.

I'm trying to make my 2D unity character jump

So as I said, I'm trying to make my character jump in Unity, but nothing is happening when I hit space, and Unity isn't throwing any errors.
public class Player : MonoBehaviour
{
private Rigidbody2D myRigidbody;
[SerializeField]
public float jumpSpeed;
private Animator myAnimator;
[SerializeField]
private float movementSpeed;
private bool facingLeft;
[SerializeField]
private Transform[] groundPoints;
[SerializeField]
private float groundRadius;
[SerializeField]
private LayerMask whatIsGround;
private bool isGrounded;
private bool jump;
[SerializeField]
private float jumpForce;
// Start is called before the first frame update
void Start()
{
facingLeft = true;
myRigidbody = GetComponent<Rigidbody2D>();
myAnimator = GetComponent<Animator>();
}
// Update is called once per frame
void FixedUpdate()
{
float horizontal = Input.GetAxis("Horizontal");
Debug.Log(horizontal);
isGrounded = IsGrounded();
HandleMovement(horizontal);
flip(horizontal);
}
private void HandleMovement(float horizontal)
{
myRigidbody.velocity = new Vector2(horizontal * movementSpeed, myRigidbody.velocity.y);
myAnimator.SetFloat("speed", Mathf.Abs(horizontal));
if (isGrounded && jump)
{
isGrounded = false;
myRigidbody. AddForce(new Vector2(0, jumpForce));
}
}
private void HandleInput()
{
if (Input.GetKeyDown(KeyCode.Space))
{
jump = true;
}
}
private void flip(float horizontal)
{
if (horizontal < 0 && !facingLeft || horizontal > 0 && facingLeft)
{
facingLeft = !facingLeft;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
private bool IsGrounded()
{
if (myRigidbody.velocity.y <= 0)
{
foreach (Transform point in groundPoints)
{
Collider2D[] colliders = Physics2D.OverlapCircleAll(point.position, groundRadius, whatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
{
return true;
}
}
}
}
return false;
}
}
I've been following this tutorial for it, and his is jumping, but mine isn't. I think it might have something to do with the way I have the groundpoints set up, but I'm not sure if it's a error in the code or if it's in Unity.
You are not calling HandleInput anywhere.
add to fixed update
void FixedUpdate()
{
float horizontal = Input.GetAxis("Horizontal");
Debug.Log(horizontal);
isGrounded = IsGrounded();
HandleMovement(horizontal);
flip(horizontal);
HandleInput(); // add this so you are sampling input
}

How to add Unity Touchscreen function?

New to making games in Unity and I've tried to use every way possible to find the answer for this.
How would I add a touch screen function to this C# code in unity to make the player move left and right?
My code
using UnityEngine;
using System.Collections;
public class PlayerController : MonoBehaviour
{
private Rigidbody2D rigi;
private Animator anim;
[HideInInspector]
public bool isFacingRight = true;
public float maxSpeed = 7.0f;
public Transform groundCheck;
public LayerMask groundLayers;
private float groundCheckRadius = 0.2f;
private void Awake()
{
rigi = GetComponent<Rigidbody2D>();
anim = this.GetComponent<Animator> ();
}
void Start()
{
}
void Update()
{
}
void FixedUpdate()
{
try
{
float move = Input.GetAxis("Horizontal");
rigi.GetComponent<Rigidbody2D>().velocity = new Vector2
(move * maxSpeed, GetComponent<Rigidbody2D>().velocity.y);
this.anim.SetFloat("Speed",Mathf.Abs(move));
if((move > 0.0f && isFacingRight == false) ||
(move < 0.0f && isFacingRight == true))
{
Flip ();
}
}
catch(UnityException error)
{
Debug.LogError(error.ToString());
}
}
void Flip()
{
isFacingRight = !isFacingRight;
Vector3 playerScale = transform.localScale;
playerScale.x = playerScale.x * -1;
transform.localScale = playerScale;
}
}
You need to use the Input.touches to detect the screen touch.
Maybe in this case you should detect if the player is pressing the right/left side of the screen and moving it accordingly. You can do that by comparing the touch position, something like input.touches[0].position.x < Screen.width/2 to move right for example.
https://docs.unity3d.com/ScriptReference/Input-touches.html
Just a piece of advice, do not use GetComponent inside the update method. In this case you don't actually need it because you already have the references on the awake method.

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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