assume that there is a hole that's able to grab all the objects around of itself by its own gravity the script works fine but objects doesn't torque.
i want to make objects move to position of the hole and give them torque while they moving
you can use of two cube one of them could be hole and another one would be block that has rigidbody and box layer
thanks in advance.
public class EatTheBoxes : MonoBehaviour
{
public bool Starttoeat;
public float distance,speed,Gizmo_hight,FollowSpeed;
public LayerMask layerint;
public ForceMode forcemode;
private int _numberoftile;
void FixedUpdate()
{
if (Starttoeat)
{
CatchTheBoxes(transform.position,distance,layerint);
}
}
void CatchTheBoxes(Vector3 center, float radius , LayerMask layerint)
{
Collider[] hitColliders = Physics.OverlapSphere(center, radius,layerint);
int i = 0;
while (i < hitColliders.Length)
{
Vector3 forceDirection = transform.position - hitColliders[i].transform.position;
if (hitColliders[i].CompareTag("bomb"))
{
hitColliders[i].GetComponent<Rigidbody>().AddForceAtPosition(Time.fixedTime * 20 * forceDirection.normalized,transform.position,forcemode);
hitColliders[i].GetComponent<Rigidbody>().isKinematic = false;
}
else
{
hitColliders[i].GetComponent<Rigidbody>().AddForceAtPosition(Time.fixedTime * speed * forceDirection.normalized,transform.position,forcemode);
hitColliders[i].GetComponent<Rigidbody>().isKinematic = false;
}
i++;
}
}
void OnDrawGizmos()
{
Vector3 newTransform = transform.position;
newTransform.y = newTransform.y + Gizmo_hight;
Gizmos.DrawWireSphere(newTransform,distance);
}
}
You can add torque to rigidbody.
Just use
hitColliders[i].GetComponent<Rigidbody>().AddTorque(torqueVector);
Also consider cashing rigidbody:
Rigidbody hitRigidbody = hitColliders[i].GetComponent<Rigidbody>();
hitRigidbody.isKinematic = false;
hitRigidbody.AddForceAtPosition(Time.fixedTime * speed * forceDirection.normalized,transform.position,forcemode);
hitRigidbody.AddTorque(torqueVector);
Related
I am creating a third person player movement script. The movement adds force to the rigidbody relative to the direction of the camera. I want to have a max speed limit in the forward direction (cForward), and a separate max speed limit for the horizontal/right direction (cRight). Normally I would be fine with setting the velocity directly, however this screws up gravity for the player. Is there any way to achieve this by using addforce OR is there a way to get gravity working properly when setting velocity directly? Here is what I have so far(some of my other attempts at a solution are commented out):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public Camera mainCamera;
public float horizontalWalkSpeed = 500.0f;
public float verticalWalkSpeed = 500.0f;
public float horizontalSprintSpeed = 1000.0f;
public float verticalSprintSpeed = 1000.0f;
public bool isSprinting = false;
public bool cannotMove = false;
public float accelerationSpeed = 0.2f;
private Rigidbody pRigidBody;
private Vector2 currentInputVector;
private Vector2 smoothInputVelocity;
// Start is called before the first frame update
void Start()
{
pRigidBody = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
HandleInput();
}
private void FixedUpdate()
{
Vector3 cForward = mainCamera.transform.forward;
Vector3 cRight = mainCamera.transform.right;
cForward.y = 0.0f;
cRight.y = 0.0f;
cForward.Normalize();
cRight.Normalize();
if (!cannotMove && !isSprinting)
{
Vector3 vForce = cForward * currentInputVector.y * verticalWalkSpeed;
Vector3 hForce = cRight * currentInputVector.x * horizontalWalkSpeed;
//Vector3 gravity = Vector3.up * -9.8f;
Vector3 force = vForce + hForce;
//float verSpeed = Vector3.Dot(pRigidBody.velocity, cForward);
//float horSpeed = Vector3.Dot(pRigidBody.velocity, cRight);
//if (verSpeed >= 0 && verSpeed <= verticalWalkSpeed)
//{
// pRigidBody.AddForce(vForce, ForceMode.VelocityChange);
//}
//if(horSpeed < horizontalWalkSpeed)
//{
// pRigidBody.AddForce(hForce, ForceMode.VelocityChange);
//}
//float velocityInDirection = Vector3.Dot(pRigidBody.velocity, cForward);
//if(velocityInDirection > verticalWalkSpeed)
//{
// pRigidBody.AddForce(-vForce, ForceMode.VelocityChange);
//}
//pRigidBody.velocity = force;
pRigidBody.AddForce(force, ForceMode.VelocityChange);
}
else if (!cannotMove && isSprinting)
{
pRigidBody.velocity = cForward * currentInputVector.y * verticalSprintSpeed * Time.fixedDeltaTime + cRight * currentInputVector.x * horizontalSprintSpeed * Time.fixedDeltaTime;
}
}
private void HandleInput()
{
isSprinting = Input.GetButton("Sprint");
Vector2 input = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
currentInputVector = Vector2.SmoothDamp(currentInputVector, input, ref smoothInputVelocity, accelerationSpeed);
}
}
I think this thread may help --https://answers.unity.com/questions/9985/limiting-rigidbody-velocity.html.
Basically, there are two methods.
Add force in the opposite direction and increase with the extent to which the object exceeds the limit. This requires additional calculations and tests.
simply normalize the velocity value when it exceeds the limit.
I downloaded some scripts and one of them is for a grappling hook but I cant figure out how to make any objects grapplable other than the ones in the demo scene .Can someone explain how to get a new object to become grapplable?
Thanks in advance!
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(SFPSC_PlayerMovement))] // PlayerMovement also requires Rigidbody
public class SFPSC_GrapplingHook : MonoBehaviour
{
public bool IsGrappling
{
get { return isGrappling; }
}
private SFPSC_PlayerMovement pm;
private Rigidbody rb;
private int segments;
private void Start()
{
segments = rope.segments;
pm = this.GetComponent<SFPSC_PlayerMovement>();
rb = this.GetComponent<Rigidbody>();
}
private bool isGrappling = false;
private void Update()
{
if (crossHairSpinningPart != null)
{
// we need 2 raycasts bc w/ 1 you can grapple through colliders which isn't good
if (Physics.Raycast(SFPSC_FPSCamera.cam.transform.position, SFPSC_FPSCamera.cam.transform.forward, out hitInfo, maxGrappleDistance, layerMask))
{
hitName = hitInfo.collider.name;
if (Physics.Raycast(SFPSC_FPSCamera.cam.transform.position, SFPSC_FPSCamera.cam.transform.forward, out hitInfo, maxGrappleDistance))
{
if (hitName != hitInfo.collider.name)
goto _else;
crossHairSpinningPart.gameObject.SetActive(true);
crossHairSpinningPart.Rotate(Vector3.forward * crossHairSpinSpeed * Time.deltaTime);
goto _out;
}
}
_else:
crossHairSpinningPart.gameObject.SetActive(false);
}
_out:
if (!isGrappling)
{
if (Input.GetKeyDown(SFPSC_KeyManager.Grapple))
Grapple();
return;
}
else
{
if (!Input.GetKey(SFPSC_KeyManager.Grapple))
UnGrapple();
GrappleUpdate();
return;
}
}
[Header("Properties")]
public float maxGrappleDistance = 100.0f;
public SFPSC_Rope rope;
public float maximumSpeed = 100.0f;
public float deceleration = 2500.0f; // This is how much the player is going to decelerate after stopped grappling
public float deceleratingTime = 1.4f; // This is the time the decelerating is going to act on the player after stopped grappling
public RectTransform crossHairSpinningPart;
public float crossHairSpinSpeed = 200.0f;
public float distanceToStop = 2.0f;
public LayerMask layerMask;
public float grappleCooldown = 1.0f;
private bool isBlocked = false;
private Transform location; // the grappled location
private RaycastHit hitInfo;
private string hitName;
public void Grapple()
{
if (isBlocked)
return;
// we need 2 raycasts bc w/ 1 you can grapple through colliders which isn't good
if (Physics.Raycast(SFPSC_FPSCamera.cam.transform.position, SFPSC_FPSCamera.cam.transform.forward, out hitInfo, maxGrappleDistance, layerMask))
{
hitName = hitInfo.collider.name;
if (Physics.Raycast(SFPSC_FPSCamera.cam.transform.position, SFPSC_FPSCamera.cam.transform.forward, out hitInfo, maxGrappleDistance))
{
if (hitName != hitInfo.collider.name)
return;
// We create a GameObject and we parent it to the grappled object.
// If we don't parent it to the object and the object moves the player is stuck only on one location instead of the moving object.
location = new GameObject().transform;//Instantiate(new GameObject(), hitInfo.point, Quaternion.identity).transform;
location.position = hitInfo.point;
location.parent = hitInfo.collider.transform;
if (decelerateTimer != 0.0f)
StopCoroutine(Decelerate());
pm.DisableMovement();
// Rope attaching
rope.segments = (int)((hitInfo.distance / maxGrappleDistance) * segments);
rope.Grapple(transform.position, hitInfo.point);
rb.useGravity = false;
isGrappling = true;
}
}
}
private Vector3 grappleForce;
public void UnGrapple()
{
if (!isGrappling)
return;
if (location != null)
Destroy(location.gameObject);
if (decelerateTimer == 0.0f)
StartCoroutine(Decelerate());
else
decelerateTimer = 0.0f;
pm.EnableMovement();
// Rope detaching
rope.UnGrapple();
Invoke("UnblockGrapple", grappleCooldown);
rb.useGravity = true;
isGrappling = false;
}
private void UnblockGrapple()
{
isBlocked = false;
}
private float decelerateTimer = 0.0f, max;
private IEnumerator Decelerate()
{
WaitForEndOfFrame wfeof = new WaitForEndOfFrame();
max = deceleratingTime * Mathf.Clamp01(targetDistance / 10.0f) * Mathf.Clamp01(rb.velocity.magnitude / 30.0f);
for (; decelerateTimer < max; decelerateTimer += Time.deltaTime)
{
rb.AddForce(-rb.velocity.normalized * deceleration * (1.0f - decelerateTimer / max) * Mathf.Clamp01(rb.velocity.sqrMagnitude / 400.0f) * Time.deltaTime, ForceMode.Acceleration);
yield return wfeof;
}
decelerateTimer = 0.0f;
}
private Vector3 dir;
private float speed = 0.0f, targetDistance;
private void GrappleUpdate()
{
if (location == null)
return;
targetDistance = Vector3.Distance(transform.position, location.position);
rope.segments = (int)((targetDistance / maxGrappleDistance) * segments);
dir = (location.position - transform.position).normalized;
rb.velocity = Vector3.Lerp(rb.velocity, dir * maximumSpeed * Mathf.Clamp01(targetDistance / (4.0f * distanceToStop)), Time.deltaTime);
// Rope updating
rope.UpdateStart(transform.position);
rope.UpdateGrapple();
}
private Vector3 ClampMag(Vector3 vec, float maxMag)
{
if (vec.sqrMagnitude > maxMag * maxMag)
vec = vec.normalized * maxMag;
return vec;
}
}
There are a couple of things
make sure your GameObject(s) has(have) Collider components (BoxCollider, SphereCollider, CapsuleCollider, MeshCollider) so they are taken into account for the physics at all.
make sure that the field layerMask is actually set to anything via the Inspector inside Unity at all. By default it will say Nothing. Also see Layers -> Creating Layers
make sure the according GameObject(s) is(are) on one of the Layers configured in layerMask! See Layers -> Assigning Layers.
The two outer Physics.Raycasts are using that LayerMask in order to filter out what they can hit
A Layer mask that is used to selectively ignore colliders when casting a ray.
It means the Raycast will only take Colliders on these given layers into account.
Aerial Movement Problem
I've followed a few tutorials and I've set up a decent base for a game, - basic player movement, entity animation, health, HUD UI, etc. - but I wanted to make the movement a bit smoother, less snappy, more physics-based, you get the gist. I made it a bit better and it definitely meets all the requirements for terrain-based movement (i.e: movement across physical surfaces - while the player is on the ground), but I want jumping to be a bit more dynamic, and I know what I want to do but I'm having trouble doing it.
Here's the issue:
If the player moves (regardless of whether sprintActive is toggled or not) and they jump after moving, the player gains speed in the air way too fast, and they can't move in any direction other than forward (relative to their rotation).
Here's the objective:
I set it up so the velocity is simply redirected to whatever direction is forward from the playerRB, but I think I would prefer if the velocity didn't immediately change direction, but rather gradually curve as the player tries to move a certain direction? I know I may be asking for a lot, but some advice on how to do this, or if I should try a different approach, would be very much appreciated.
Code used:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RFPSPlayerMovement : MonoBehaviour
{
public float speedForce;
public float jumpForce;
public float diveForce;
public Transform groundCheck;
public float groundDistance = 0.25f;
public LayerMask groundMask;
private Transform playerBody;
private Rigidbody playerRB;
private bool isGrounded;
private bool sprintActive = false;
private bool delay = false;
private float lateralSpeed;
private Vector3 velocity;
float xMov, zMov;
float xSpeed, zSpeed;
IEnumerator DelayTimer(float duration)
{
delay = true;
yield return new WaitForSeconds(duration);
delay = false;
}
void Start()
{
playerBody = GetComponent<Transform>();
playerRB = GetComponent<Rigidbody>();
}
void Update()
{
xMov = Input.GetAxisRaw("Horizontal") * Time.deltaTime;
zMov = Input.GetAxisRaw("Vertical") * Time.deltaTime;
if(Input.GetKey(KeyCode.LeftShift))
{
sprintActive = true;
}
else
{
sprintActive = false;
}
if(Input.GetKey(KeyCode.W))
{
Movement(0, speedForce);
}
if(Input.GetKey(KeyCode.S))
{
Movement(0, -speedForce);
}
if(Input.GetKey(KeyCode.A))
{
Movement(-speedForce, 0);
}
if(Input.GetKey(KeyCode.D))
{
Movement(speedForce, 0);
}
if(Input.GetKey(KeyCode.Space))
{
if(delay == false)
{
if(isGrounded)
{
StartCoroutine(DelayTimer(0.05f));
Jump(jumpForce);
}
}
}
}
void FixedUpdate()
{
velocity = playerRB.velocity;
lateralSpeed = new Vector2(playerRB.velocity.x, playerRB.velocity.z).magnitude;
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if(isGrounded)
{
velocity = new Vector3(
xMov + (float) (playerRB.velocity.x * 0.90),
playerRB.velocity.y,
zMov + (float) (playerRB.velocity.z * 0.90)
);
}
else
{
velocity.x = (float) (playerBody.forward.x * lateralSpeed);
velocity.y = playerRB.velocity.y;
velocity.z = (float) (playerBody.forward.z * lateralSpeed);
}
playerBody.eulerAngles = new Vector3(0, playerBody.eulerAngles.y, 0);
playerRB.velocity = velocity;
}
void Movement(float xAmount, float zAmount)
{
if(sprintActive)
{
xSpeed = (float) (xAmount * 2);
zSpeed = (float) (zAmount * 2);
}
else
{
xSpeed = xAmount;
zSpeed = zAmount;
}
playerRB.AddRelativeForce(new Vector3(xSpeed, 0, zSpeed), ForceMode.Impulse);
}
void Jump(float yAmount)
{
playerRB.AddRelativeForce(new Vector3(0, yAmount, 0), ForceMode.Impulse);
}
}
This is the character settings and components :
The character don't move and everything stuttering only when the Camera is child of the character.
If the camera is not child of the character the character will move fine but I want the camera to follow the character.
Maybe I should edit and add the ThirdPersonCharacter script ? It's attached to the character. The script is a bit long.
There are 3 scripts they are all connected a bit long but they are all making the character controlling.
ThirdPersonUserControl :
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
namespace UnityStandardAssets.Characters.ThirdPerson
{
[RequireComponent(typeof (ThirdPersonCharacter))]
public class ThirdPersonUserControl : MonoBehaviour
{
private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
private Transform m_Cam; // A reference to the main camera in the scenes transform
private Vector3 m_CamForward; // The current forward direction of the camera
private Vector3 m_Move;
private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.
private void Start()
{
// get the transform of the main camera
if (Camera.main != null)
{
m_Cam = Camera.main.transform;
}
else
{
Debug.LogWarning(
"Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject);
// we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
}
// get the third person character ( this should never be null due to require component )
m_Character = GetComponent<ThirdPersonCharacter>();
}
private void Update()
{
if (!m_Jump)
{
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
}
}
// Fixed update is called in sync with physics
private void FixedUpdate()
{
// read inputs
float h = CrossPlatformInputManager.GetAxis("Horizontal");
float v = CrossPlatformInputManager.GetAxis("Vertical");
bool crouch = Input.GetKey(KeyCode.C);
// calculate move direction to pass to character
if (m_Cam != null)
{
// calculate camera relative direction to move:
m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
m_Move = v*m_CamForward + h*m_Cam.right;
}
else
{
// we use world-relative directions in the case of no main camera
m_Move = v*Vector3.forward + h*Vector3.right;
}
#if !MOBILE_INPUT
// walk speed multiplier
if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
#endif
// pass all parameters to the character control script
m_Character.Move(m_Move, crouch, m_Jump);
m_Jump = false;
}
}
}
AICharacterControl :
using System;
using UnityEngine;
namespace UnityStandardAssets.Characters.ThirdPerson
{
[RequireComponent(typeof (UnityEngine.AI.NavMeshAgent))]
[RequireComponent(typeof (ThirdPersonCharacter))]
public class AICharacterControl : MonoBehaviour
{
public UnityEngine.AI.NavMeshAgent agent { get; private set; } // the navmesh agent required for the path finding
public ThirdPersonCharacter character { get; private set; } // the character we are controlling
public Transform target; // target to aim for
private void Start()
{
// get the components on the object we need ( should not be null due to require component so no need to check )
agent = GetComponentInChildren<UnityEngine.AI.NavMeshAgent>();
character = GetComponent<ThirdPersonCharacter>();
agent.updateRotation = false;
agent.updatePosition = true;
}
private void Update()
{
if (target != null)
agent.SetDestination(target.position);
if (agent.remainingDistance > agent.stoppingDistance)
character.Move(agent.desiredVelocity, false, false);
else
character.Move(Vector3.zero, false, false);
}
public void SetTarget(Transform target)
{
this.target = target;
}
}
}
ThirdPersonCharacter :
using UnityEngine;
namespace UnityStandardAssets.Characters.ThirdPerson
{
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(CapsuleCollider))]
[RequireComponent(typeof(Animator))]
public class ThirdPersonCharacter : MonoBehaviour
{
[SerializeField] float m_MovingTurnSpeed = 360;
[SerializeField] float m_StationaryTurnSpeed = 180;
[SerializeField] float m_JumpPower = 12f;
[Range(1f, 4f)][SerializeField] float m_GravityMultiplier = 2f;
[SerializeField] float m_RunCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others
[SerializeField] float m_MoveSpeedMultiplier = 1f;
[SerializeField] float m_AnimSpeedMultiplier = 1f;
[SerializeField] float m_GroundCheckDistance = 0.1f;
Rigidbody m_Rigidbody;
Animator m_Animator;
bool m_IsGrounded;
float m_OrigGroundCheckDistance;
const float k_Half = 0.5f;
float m_TurnAmount;
float m_ForwardAmount;
Vector3 m_GroundNormal;
float m_CapsuleHeight;
Vector3 m_CapsuleCenter;
CapsuleCollider m_Capsule;
bool m_Crouching;
void Start()
{
m_Animator = GetComponent<Animator>();
m_Rigidbody = GetComponent<Rigidbody>();
m_Capsule = GetComponent<CapsuleCollider>();
m_CapsuleHeight = m_Capsule.height;
m_CapsuleCenter = m_Capsule.center;
m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
m_OrigGroundCheckDistance = m_GroundCheckDistance;
}
public void Move(Vector3 move, bool crouch, bool jump)
{
// convert the world relative moveInput vector into a local-relative
// turn amount and forward amount required to head in the desired
// direction.
if (move.magnitude > 1f) move.Normalize();
move = transform.InverseTransformDirection(move);
CheckGroundStatus();
move = Vector3.ProjectOnPlane(move, m_GroundNormal);
m_TurnAmount = Mathf.Atan2(move.x, move.z);
m_ForwardAmount = move.z;
ApplyExtraTurnRotation();
// control and velocity handling is different when grounded and airborne:
if (m_IsGrounded)
{
HandleGroundedMovement(crouch, jump);
}
else
{
HandleAirborneMovement();
}
ScaleCapsuleForCrouching(crouch);
PreventStandingInLowHeadroom();
// send input and other state parameters to the animator
UpdateAnimator(move);
}
void ScaleCapsuleForCrouching(bool crouch)
{
if (m_IsGrounded && crouch)
{
if (m_Crouching) return;
m_Capsule.height = m_Capsule.height / 2f;
m_Capsule.center = m_Capsule.center / 2f;
m_Crouching = true;
}
else
{
Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
{
m_Crouching = true;
return;
}
m_Capsule.height = m_CapsuleHeight;
m_Capsule.center = m_CapsuleCenter;
m_Crouching = false;
}
}
void PreventStandingInLowHeadroom()
{
// prevent standing up in crouch-only zones
if (!m_Crouching)
{
Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
{
m_Crouching = true;
}
}
}
void UpdateAnimator(Vector3 move)
{
// update the animator parameters
m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime);
m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime);
m_Animator.SetBool("Crouch", m_Crouching);
m_Animator.SetBool("OnGround", m_IsGrounded);
if (!m_IsGrounded)
{
m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y);
}
// calculate which leg is behind, so as to leave that leg trailing in the jump animation
// (This code is reliant on the specific run cycle offset in our animations,
// and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5)
float runCycle =
Mathf.Repeat(
m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1);
float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount;
if (m_IsGrounded)
{
m_Animator.SetFloat("JumpLeg", jumpLeg);
}
// the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector,
// which affects the movement speed because of the root motion.
if (m_IsGrounded && move.magnitude > 0)
{
m_Animator.speed = m_AnimSpeedMultiplier;
}
else
{
// don't use that while airborne
m_Animator.speed = 1;
}
}
void HandleAirborneMovement()
{
// apply extra gravity from multiplier:
Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity;
m_Rigidbody.AddForce(extraGravityForce);
m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f;
}
void HandleGroundedMovement(bool crouch, bool jump)
{
// check whether conditions are right to allow a jump:
if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded"))
{
// jump!
m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z);
m_IsGrounded = false;
m_Animator.applyRootMotion = false;
m_GroundCheckDistance = 0.1f;
}
}
void ApplyExtraTurnRotation()
{
// help the character turn faster (this is in addition to root rotation in the animation)
float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount);
transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0);
}
public void OnAnimatorMove()
{
// we implement this function to override the default root motion.
// this allows us to modify the positional speed before it's applied.
if (m_IsGrounded && Time.deltaTime > 0)
{
Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;
// we preserve the existing y part of the current velocity.
v.y = m_Rigidbody.velocity.y;
m_Rigidbody.velocity = v;
}
}
void CheckGroundStatus()
{
RaycastHit hitInfo;
#if UNITY_EDITOR
// helper to visualise the ground check ray in the scene view
Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance));
#endif
// 0.1f is a small offset to start the ray from inside the character
// it is also good to note that the transform position in the sample assets is at the base of the character
if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance))
{
m_GroundNormal = hitInfo.normal;
m_IsGrounded = true;
m_Animator.applyRootMotion = true;
}
else
{
m_IsGrounded = false;
m_GroundNormal = Vector3.up;
m_Animator.applyRootMotion = false;
}
}
}
}
In the script ThirdPersonCharacter there is no Update function at all.
In the AICharacterControl there is Update I tried to change it to FixedUpdate but it didn't fix the problem.
In the script ThirdPersonUserControl there is Update but it's only for Jump and there is also FixedUpdate so I didn't try to change anything in that script.
Try using FixedUpdate() instead of Update() and see. Also, you should at least post the relevant bit of code.
I'm trying to make the enemy object face the end of the line cast. The code I have locks the ray onto the player when detected properly. My problem here is that my enemy sprite is a grandchild of the Rigidbody2D and I'm using eulerAngles to change the sprites direction. Here is the code I have:
using UnityEngine;
public class PlayerDetection : MonoBehaviour
{
public Transform origin, end, player;
public float radarSpd;
public bool playerDetected;
public static bool playerIsDetected;
private int playerLayer = 1 << 8;
private Rigidbody2D enemyRb;
private Vector3 facePlayer;
private void Start()
{
enemyRb = GetComponentInParent<Rigidbody2D>();
playerIsDetected = false;
}
private void Update()
{
PlayerDetector();
if (playerDetected == false)
{
Radar();
}
else { PlayerIsDetected(); }
}
void PlayerDetector()
{
Debug.DrawLine(origin.position, end.position, Color.red);
playerDetected = Physics2D.Linecast(origin.position, end.position, playerLayer);
}
void Radar()
{
end.RotateAround(origin.position, Vector3.forward, radarSpd * Time.deltaTime);
}
void PlayersPosition()
{
facePlayer = player.position - enemyRb.transform.GetChild(0).GetChild(0).position;
float enemyRot = Mathf.Atan2(facePlayer.y, facePlayer.x) * Mathf.Rad2Deg;
enemyRb.transform.GetChild(0).GetChild(0).eulerAngles = new Vector3(0, 0, enemyRot);
}
void PlayerIsDetected()
{
if(playerDetected == true)
{
playerIsDetected = true;
end.position = player.position;
PlayersPosition();
}
}
}
The main focus for this code that I need help is here:
void PlayersPosition()
{
facePlayer = player.position - enemyRb.transform.GetChild(0).GetChild(0).position;
float enemyRot = Mathf.Atan2(facePlayer.y, facePlayer.x) * Mathf.Rad2Deg;
enemyRb.transform.GetChild(0).GetChild(0).eulerAngles = new Vector3(0, 0, enemyRot);
}
The enemy does not face the player at all and doesn't seem to rotate much at all as the player moves around the screen.
I've tried applying a rotationSpeed variable and multiplied it by enemyRot multiplied by Time.deltaTime but didn't work either.
enemyRb.transform.GetChild(0).GetChild(0).eulerAngles = new Vector3(0, 0, enemyRot * rotSpd * Time.deltaTime);
I've been stuck on this for a week now and really need some help resolving this issue! So how can I achieve my desired rotation by use of eulerAngles?
Turned out that I was doing too much math. Here is the solution:
Edit: My enemy is facing in an upward position. This code works on that scale.
void PlayersPosition()
{
facePlayer = player.position - enemyRb.transform.GetChild(0).GetChild(0).position;
enemyRb.transform.GetChild(0).GetChild(0).up = -facePlayer;
}