Unity Raycasting problem in some part of the scene - c#

I started doing some simple stuff in Unity (goal is to make a great game) so I made a simple Player Controller.
public class PlayerController : MonoBehaviour
{
public float walkingSpeed;
public float jumpSpeed;
public bool jumpFlag = false;
public float maxJumpDistance = 1.0f;
Rigidbody rb;
Collider col;
Vector3 playerSize;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody>();
col = GetComponent<Collider>();
playerSize = col.bounds.size;
}
// Update is called once per frame
void FixedUpdate()
{
WalkHandler();
JumpHandler();
}
void WalkHandler()
{
float horizonstalAxis = Input.GetAxis("Horizontal");
float verticalAxis = Input.GetAxis("Vertical");
Vector3 movement = new Vector3(-horizonstalAxis * walkingSpeed * Time.deltaTime, 0, -verticalAxis * walkingSpeed * Time.deltaTime);
rb.MovePosition(transform.position += movement);
}
void JumpHandler()
{
float jumpAxis = Input.GetAxis("Jump");
//Debug.Log(jumpAxis);
if (jumpAxis > 0)
{
bool isGrounded = CheckGrounded();
if (jumpFlag != true && isGrounded)
{
jumpFlag = true;
Vector3 jumpVector = new Vector3(0, jumpSpeed * Time.deltaTime, 0);
rb.AddForce(jumpVector, ForceMode.VelocityChange);
}
}
else
{
jumpFlag = false;
}
}
bool CheckGrounded()
{
Vector3 checkerPoint = transform.position + new Vector3(0, -playerSize.y / 2, 0);
bool grounded = Physics.Raycast(checkerPoint, -Vector3.up, maxJumpDistance);
return grounded;
}
I came across a wierd problem. In some parts of the scene my method JumpHandler is not working. After reaching some z coordinates, the CheckGrounded returns False instead of True, even though the Raycast direction is set down.
Can anyone help?

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);
}
}
}

Character rotation relative with camera forward?

I spent some time already and still cant figure it out by myself.
The problem is i can"t rotate character forward to move the way i pointing my camera.
To move camera i use cinemachine with Orbital Transposer and normal Composer.
My Movement script to let you know with what I work :
public class PlayerMovement : MonoBehaviour
{
public float m_Impulse = 1f;
public bool grounded = false;
public float groundCheckDistance;
private float bufferCheckDistance = 0.02f;
public float airMultiplier = 0.2f;
float horizontalInput;
float verticalInput;
public float groundDrag;
Rigidbody m_Rigidbody;
Vector3 moveDirection;
public float m_Speed = 5f;
public float m_runSpeed = 7f;
void Start()
{
m_Rigidbody = GetComponent<Rigidbody>();
m_Rigidbody.freezeRotation = true;
}
void FixedUpdate()
{
horizontalInput = Input.GetAxis("Horizontal");
verticalInput = Input.GetAxis("Vertical");
// calculate movement direction
moveDirection = orientation.forward * verticalInput + orientation.right * horizontalInput;
if (Input.GetKey(KeyCode.Space) & grounded)
{
m_Rigidbody.AddForce(Vector3.up * m_Impulse * 2);
}
if (Input.GetKey(KeyCode.LeftShift))
{
m_Rigidbody.AddForce(moveDirection * m_runSpeed, ForceMode.Force);
}
else
{
m_Rigidbody.AddForce(moveDirection * m_Speed, ForceMode.Force);
}
}
void Update()
{
groundCheckDistance = (GetComponent<CapsuleCollider>().height / 2) + bufferCheckDistance;
RaycastHit hit;
if (Physics.Raycast(transform.position, -transform.up, out hit, groundCheckDistance))
{
grounded = true;
}
else
{
grounded = false;
}
if (grounded)
{
m_Rigidbody.drag = groundDrag;
}
else if (!grounded)
{
moveDirection *= airMultiplier;
m_Rigidbody.drag = 2;
}
}
Hope you know how to make it works, Thank You in advance.
P.S. My camera script was left with Cursor.LockMode only cuz i messed something up rly bad and my camera was bugged.

transform.position not working in Unity 3d

I'm really new to Unity 3d and I'm trying to make a respawn with my character. It seems that the answer is really easy but I cannot see why my code is not working. If this is a duplicate, let me know.
public Vector3 PointSpawn;
void Start()
{
PointSpawn = gameObject.transform.position;
}
void Update()
{
if (gameObject.transform.position.y < 10)
{
gameObject.transform.position = PointSpawn; // This doesn't work
// gameObject.transform.LookAt(PointSpawn); ---> This DOES work ok
}
}
Parallel Script
public float HorizontalMove;
public float VerticalMove;
private Vector3 playerInput;
public CharacterController player;
public float MoveSpeed;
private Vector3 movePlayer;
public float gravity = 9.8f;
public float fallVelocity;
public float JumpForce;
public bool DoubleJump = false;
public Camera mainCamera;
private Vector3 camForward;
private Vector3 camRight;
void Start()
{
player = GetComponent<CharacterController>();
}
void Update()
{
HorizontalMove = Input.GetAxis("Horizontal");
VerticalMove = Input.GetAxis("Vertical");
playerInput = new Vector3(HorizontalMove, 0, VerticalMove);
playerInput = Vector3.ClampMagnitude(playerInput, 1);
CamDirection();
movePlayer = playerInput.x * camRight + playerInput.z * camForward;
movePlayer = movePlayer * MoveSpeed;
player.transform.LookAt(player.transform.position + movePlayer);
setGravity();
PlayerSkills();
player.Move(movePlayer * Time.deltaTime );
}
void CamDirection()
{
camForward = mainCamera.transform.forward;
camRight = mainCamera.transform.right;
camForward.y = 0;
camRight.y = 0;
camForward = camForward.normalized;
camRight = camRight.normalized;
}
void PlayerSkills()
{
if (player.isGrounded && Input.GetButtonDown("Jump"))
{
fallVelocity = JumpForce;
movePlayer.y = fallVelocity;
DoubleJump = true;
}
else if (player.isGrounded == false && Input.GetButtonDown("Jump") && DoubleJump == true)
{
fallVelocity = JumpForce *2;
movePlayer.y = fallVelocity;
DoubleJump = false;
}
}
void setGravity()
{
if (player.isGrounded)
{
fallVelocity = -gravity * Time.deltaTime;
movePlayer.y = fallVelocity;
}
else
{
fallVelocity -= gravity * Time.deltaTime;
movePlayer.y = fallVelocity;
}
}
Thanks in advance!
Just so the answer to the question is not in the comments:
The original problem is that the assignment gameObject.transform.position = PointSpawn appeared to do nothing. As the line is written properly, the position of this gameObject, must have been getting overwritten elsewhere.
With the addition of OP's movement script, the position of the player was getting overwritten in the movement's Update function. As the other assignment was being done in Update, the call order was not guaranteed to work as intended. The fix is either to assure that the movement Update is run not the frame of the new position assignment or to move the conditional and the assignment to a function that always runs after Update regardless of script execution order, LateUpdate.

Player Movement using joystick based on camera facing

I am developing an offline FPS multiplayer game.
When the Player Rotation value is (0,0,0), then Player moves perfectly in direction. However, my problem is when I rotate the camera using touch input. The player can also rotate his face and press the joystick button for moving the player, but then the player should not move the direction the camera is facing.
My Joystick Script For Player
public class VirtualJoystick : MonoBehaviour, IDragHandler, IPointerUpHandler,IPointerDownHandler {
private Image bgImg;
private Image JoyStickImage;
private Vector3 InputVector;
private void Start(){
bgImg = GetComponent<Image> ();
JoyStickImage = transform.GetChild (0).GetComponent<Image> ();
}
public virtual void OnDrag(PointerEventData ped){
Vector2 pos;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle (bgImg.rectTransform, ped.position, ped.pressEventCamera, out pos)) {
pos.x = (pos.x / bgImg.rectTransform.sizeDelta.x);
pos.y = (pos.y / bgImg.rectTransform.sizeDelta.y);
InputVector = new Vector3 (pos.x * 2 + 1, 0, pos.y * 2 - 1);
InputVector = (InputVector.magnitude > 1) ? InputVector.normalized : InputVector;
JoyStickImage.rectTransform.anchoredPosition = new Vector3 (InputVector.x * (bgImg.rectTransform.sizeDelta.x / 2.5f),
InputVector.z * (bgImg.rectTransform.sizeDelta.y / 2.5f));
}
}
public virtual void OnPointerDown(PointerEventData ped){
OnDrag (ped);
}
public virtual void OnPointerUp(PointerEventData ped){
InputVector = Vector3.zero;
JoyStickImage.rectTransform.anchoredPosition = Vector3.zero;
}
public float Horizontal(){
if (InputVector.x != 0) {
return InputVector.x;
} else {
return Input.GetAxis ("Horizontal");
}
}
public float Vertical(){
if (InputVector.z != 0)
return InputVector.z;
else
return Input.GetAxis ("Vertical");
}
}
My Camera Rotation Script Using Input Touch
public class SwipeCam : MonoBehaviour {
private Vector3 firstPoint;
private Vector3 secondPoint;
private float xAngle = 0.0f;
private float yAngle = 0.0f;
private float xAngleTemp = 0.0f;
private float yAngleTemp = 0.0f;
void Start(){
xAngle = 0.0f;
yAngle = 0.0f;
this.transform.rotation = Quaternion.Euler (yAngle, xAngle, 0.0f);
}
void Update() {
if (Input.touchCount > 0) {
for (int i = 0; i < Input.touchCount; i++) {
Touch touch = Input.GetTouch (i);
if (touch.position.x > Screen.width / 2) {
if (touch.phase == TouchPhase.Began) {
firstPoint = Input.GetTouch (0).position;
xAngleTemp = xAngle;
yAngleTemp = yAngle;
}
if (touch.phase == TouchPhase.Moved) {
secondPoint = Input.GetTouch (0).position;
xAngle = xAngleTemp + (secondPoint.x - firstPoint.x) * 180.0f / Screen.width;
yAngle = yAngleTemp + (secondPoint.y - firstPoint.y) * 180.0f / -Screen.height;
yAngle = Mathf.Clamp (yAngle, -30f, 30f);
this.transform.rotation = Quaternion.Euler (yAngle, xAngle, 0.0f);
this.gameObject.GetComponentInParent<FPScontroller> ().transform.rotation = Quaternion.Euler (0.0f, xAngle, 0.0f);
//this.gameObject.GetComponentInParent<FPScontroller> ().transform.rotation = Quaternion.LookRotation(Vector3.forward,Vector3.up);
}
}
}
}
}
}
Where should I change my code to fix the facing the camera direction to player issue.
That is my Player Script (FPSController.cs)
public class FPScontroller : MonoBehaviour {
// Should this script respond to input?
public bool canControl = true;
public GameObject lookObj; //This is root object that containc MainCamera, Weapons etc.
public GameObject joystick;
bool useFixedUpdate = false;
//Check when run, walk or when can run or not
[HideInInspector]
public bool Running ;
[HideInInspector]
public bool Walking;
[HideInInspector]
public bool canRun;
[HideInInspector]
public Vector3 rorationDir;
//Ladder variables
private GameObject mainCamera = null;
[HideInInspector]
public bool onLadder = false;
//private float ladderHopSpeed = 6.0f;
// For the next variables, #System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!
// The current global direction we want the character to move in.
[System.NonSerialized]
public Vector3 inputMoveDirection = Vector3.zero;
// Is the jump button held down? We use this interface instead of checking
// for the jump button directly so this script can also be used by AIs.
[System.NonSerialized]
public bool inputJump = false;
[HideInInspector]
public bool inputRun = false;
[HideInInspector]
public bool inputCrouch = false;
[HideInInspector]
public bool inputProne = false;
[System.Serializable]
public class FPScontrollerMovement {
// The maximum horizontal speed when moving
[HideInInspector]
public float maxForwardSpeed = 10.0f;
[HideInInspector]
public float maxSidewaysSpeed = 10.0f;
[HideInInspector]
public float maxBackwardsSpeed = 10.0f;
//Run and walk variables
public float WalkSpeed = 6.0f;
public float RunSpeed = 9.0f;
//Crouch
public bool canCrouch = true;
public float CrouchSpeed = 3.0f;
public float crouchHeight = 1.5f;
public float crouchSmooth = 8;
//prone
public bool canProne = true;
public float ProneSpeed = 1.5f;
public float proneHeight = 0.7f;
// Curve for multiplying speed based on slope (negative = downwards)
public AnimationCurve slopeSpeedMultiplier = new AnimationCurve(new Keyframe(-90, 1), new Keyframe(0, 1), new Keyframe(90, 0));
// How fast does the character change speeds? Higher is faster.
public float maxGroundAcceleration = 30.0f;
public float maxAirAcceleration = 20.0f;
// The gravity for the character
public float gravity = 10.0f;
public float maxFallSpeed = 20.0f;
[HideInInspector]
public bool enableGravity = true;
// For the next variables, #System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!
// The last collision flags returned from controller.Move
[System.NonSerialized]
public CollisionFlags collisionFlags;
// We will keep track of the character's current velocity,
[System.NonSerialized]
public Vector3 velocity;
// This keeps track of our current velocity while we're not grounded
[System.NonSerialized]
public Vector3 frameVelocity = Vector3.zero;
[System.NonSerialized]
public Vector3 hitPoint = Vector3.zero;
[System.NonSerialized]
public Vector3 lastHitPoint = new Vector3(Mathf.Infinity, 0, 0);
}
public FPScontrollerMovement movement = new FPScontrollerMovement();
void Awake () {
if (GetComponent<NetworkView> ().isMine) {
joystick = GameObject.Find ("Joystick");
controller = gameObject.GetComponent<CharacterController>();
standartHeight = controller.height;
/*if(GameObject.FindWithTag("LookObject") != null){
lookObj = GameObject.FindWithTag("LookObject");
}*/
centerY = controller.center.y;
tr = transform;
canRun = true;
canStand = true;
StartCoroutine(setupBools());
}
}
void Update () {
if (GetComponent<NetworkView> ().isMine) {
if (!useFixedUpdate) {
UpdateFunction ();
}
movement.velocity.x = joystick.GetComponent<VirtualJoystick> ().Horizontal () * 5f;
movement.velocity.z = joystick.GetComponent<VirtualJoystick> ().Vertical () * 5f;
//Run input
if (Input.GetAxis ("Vertical") > 0.1f && inputRun && canRun && !onLadder && Walking) {
if (canStand && canStandCrouch) {
OnRunning ();
}
} else {
OffRunning ();
}
//Check when walk or not
if ((movement.velocity.x > 0.01f || movement.velocity.z > 0.01f) || (movement.velocity.x < -0.01f || movement.velocity.z < -0.01f)) {
RunAnimation1 ();
Debug.Log ("Forward");
Walking = true;
}else if (movement.velocity.x > 0.01f) {
Walking = true;
Debug.Log ("Right");
} else if (movement.velocity.x < -0.01f) {
Walking = true;
Debug.Log ("Left");
} else {
RunAnimation ();
Walking = false;
}
if (!canControl)
return;
if (movement.canCrouch) {
if (!onLadder) {
Crouch ();
}
}
if (movement.canProne) {
if (!onLadder) {
Prone ();
}
}
if (onLadder) {
grounded = false;
crouch = false;
prone = false;
}
if (!crouch && !prone && controller.height < standartHeight - 0.01f) {
controller.height = Mathf.Lerp (controller.height, standartHeight, Time.deltaTime / movement.crouchSmooth);
controller.center = new Vector3 (controller.center.x, Mathf.Lerp (controller.center.y, centerY, Time.deltaTime / movement.crouchSmooth), controller.center.z);
lookObj.transform.localPosition = new Vector3 (lookObj.transform.localPosition.x, Mathf.Lerp (lookObj.transform.localPosition.y, standartHeight, Time.deltaTime / movement.crouchSmooth), lookObj.transform.localPosition.z);
}
}
}
void RunAnimation(){
GetComponent<NetworkView> ().RPC ("SysnAnimation", RPCMode.All, 0);
}
void RunAnimation1(){
GetComponent<NetworkView> ().RPC ("SysnAnimation", RPCMode.All, 1);
}
void RunAnimation2(){
GetComponent<NetworkView> ().RPC ("SysnAnimation", RPCMode.All, 2);
}
[RPC]
void SysnAnimation(int index){
if (index == 0) {
GetComponent<Animator> ().Play ("Idle Aim");
} else if (index == 1) {
GetComponent<Animator> ().Play ("Walk Aiming");
} else if (index == 2) {
GetComponent<Animator> ().Play ("Jump");
}
}
void OnRunning (){
Debug.Log ("Run");
Running = true;
movement.maxForwardSpeed = movement.RunSpeed;
movement.maxSidewaysSpeed = movement.RunSpeed;
//Make bigger extra height when player run to increase jump distance
jumping.extraHeight = jumping.baseHeight + 0.15f;
}
void OffRunning (){
Running = false;
if(crouch || prone)
return;
movement.maxForwardSpeed = movement.WalkSpeed;
movement.maxSidewaysSpeed = movement.WalkSpeed;
movement.maxBackwardsSpeed = movement.WalkSpeed/2;
//Change extraheight value to default when player walk
jumping.extraHeight = jumping.baseHeight;
}}
Your camera and joystick code looks fine, but that's not where the problem is.
I'll assume your player movement code looks something like this:
Get input X and Y
Move player right by X, forward by Y
In code form, that might look something like this:
//returns the world-space direction that player wants to move
Vector3 GetDesiredMovement(float inputForward, float inputRight) {
//get a vector pointing to player's right
Vector3 dirRight = Camera.main.transform.right;
dirRight.y = 0f;
dirRight.Normalize();
//get a vector pointing to player's front
Vector3 dirForward = Camera.main.transform.forward;
dirForward.y = 0f;
dirForward.Normalize();
//calculate desired movement based on input
Vector3 desiredMovement = (dirForward * inputForward) + (dirRight * inputRight);
desiredMovement.Normalize();
return desiredMovement;
}
What if "right" and "forward" need to be relative to some other object in the scene, such as a camera? It's easier than you might think: just read those values directly from the camera's transform component.
You could do that by replacing just two lines from the above example:
Vector3 dirRight = Camera.main.transform.right;
Vector3 dirForward = Camera.main.transform.forward;
I solved the problem of basing player movement of the camera's direction.
In my Player's script there are two lines that read joystick input:
movement.velocity.x = joystick.GetComponent<VirtualJoystick> ().Horizontal () * 5f;
movement.velocity.z = joystick.GetComponent<VirtualJoystick> ().Vertical () * 5f;`
I changed them to this:
Vector3 DirectionVector =
new Vector3 (joystick.GetComponent<VirtualJoystick> ().Horizontal (), 0f, joystick.GetComponent<VirtualJoystick> ().Vertical ());
movement.velocity = transform.rotation * DirectionVector * 10f;
Directly add joystick value in movement vector. I just multiply it to the joystick input vector and solve my problem.
Now the player moves based on the player rotation and where the camera is facing.
Thanks everyone for help.

Continue moving in the same direction as the last input

I am working on my spaceship game. I have done a lot of things in it but now I am facing a problem. The controls of the game are made by Input.GetAxis.
What I want to do now is that once I take the thinger of the W key, for the player to continue move in the same direction or from others keys. I want the player to continue moving in the same direction as the last input and if the gamer will want to change its direction he will need to click on another button, and then it will start moving in another direction. I tried it by myself but I didn't succeed.
public float Force;
public Rigidbody rb;
public float speed;
public Done_Boundary boundary;
public float RotSpeed;
public GameObject shot;
public Transform shotSpawn;
public float fireRate;
private float nextFire;
/*public Text bullettext;
public int maxbullet = 35;
public int curbullet = 0;
public GameObject NoBulletP;
public bool bulletgiving = false;
public void OK()
{
NoBulletP.SetActive (false);
}*/
void Start()
{
//curbullet = maxbullet;
rb = GetComponent<Rigidbody> ();
}
void Update ()
{
//bullettext.text = "Bullets: " + curbullet;
if (Input.GetButton ("Fire1") && Time.time > nextFire)
{
/*if (curbullet == 0)
{
NoBulletP.SetActive (true);
if(!bulletgiving)
{
StartCoroutine (wait());
}
}
else if(curbullet > 0)
{
curbullet--;*/
Instantiate (shot, shotSpawn.position, shotSpawn.rotation);
nextFire = Time.time + fireRate;
GetComponent<AudioSource> ().Play ();
/*}
else if(curbullet < 0)
{
curbullet = 0;
}*/
}
}
void FixedUpdate ()
{
float moveHorizontal = Input.GetAxis ("Horizontal");
float moveVertical = Input.GetAxis ("Vertical");
rb.velocity = transform.forward * moveVertical * speed;
transform.Rotate (0.0f,moveHorizontal * RotSpeed * Time.deltaTime,0.0f);
rb.position = new Vector3(Mathf.Clamp (rb.position.x, boundary.xMin, boundary.xMax), 0.0f, Mathf.Clamp (rb.position.z, boundary.zMin, boundary.zMax));
}
That's happening because Input.GetAxis("Horizontal") and Input.GetAxis("Vertical") gets a value of 0 when the key is not being pressed.
Change the the code in FixedUpdate() to this:
void FixedUpdate()
{
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = 0f;
if (Input.GetAxisRaw("Vertical") != 0f)
{
moveVertical = Input.GetAxisRaw("Vertical");
rb.velocity = transform.forward * moveVertical * speed;
}
transform.Rotate(0.0f, moveHorizontal * RotSpeed * Time.deltaTime, 0.0f);
rb.position = new Vector3(Mathf.Clamp(rb.position.x, boundary.xMin, boundary.xMax), 0.0f, Mathf.Clamp(rb.position.z, boundary.zMin, boundary.zMax));
rb.AddForce(transform.forward * Force);
}
I'm using GetAxisRaw because it gives a value of -1 or 1 when is pressed and 0 when its not.

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