Character Movement, Acceleration C# Unity - c#

Hi everyone Newbie here.
Top-down Zelda style game.
I'm trying to figure out how to make my player build speed to max speed then reduce speed to stoping.
I already have movement with GetRawAxis but my char moves at max speed the moment I press move with this method.
private void PlayerMovement()
{
var playerMovement = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")).normalized * Time.deltaTime * moveSpeed;
transform.position = new Vector3(
transform.position.x + playerMovement.x,
transform.position.y + playerMovement.y,
transform.position.z);
}

Here is a scenario where you can move your object in the x axis, gradually increasing the speed. You can do the same with the slowing down. Gradually decrease the speed by a value.
float acceleration = 0.6;
float maxSpeed = 30;
float speed = 0;
void Update(){
if(speed < maxSpeed){
speed += acceleration * Time.deltaTime;
}
transform.position.x = transform.position.x + speed*Time.deltaTime;
}

You could try Vector3.SmoothDamp.
This uses a Vector storing the current "speed" and dumps it slowly.
Example can be found here:
https://docs.unity3d.com/ScriptReference/Vector3.SmoothDamp.html

Related

Unity Can't Do Ground Check with Objected Generated at Start Time

I have a game that generates a maze at the start of the game. The player is dropped into the maze from a height of about 10 feet or so. The problem is that if I click the player object and change the inspector from normal to debug, I see that the character is still continuously generating falling velocity. I have a sphere at the bottom of the character that is supposed to do a ground check but clearly that isn't working. This is the relevant code for one of the ground tiles and the ground check features of the character.
Ground Tile Code in GameManager.cs in Scripts folder.
var tile = Instantiate(_tilePrefab);
tile.transform.Rotate(90, 0, 0);
tile.transform.localPosition = new Vector3((x * tileWidth) + offsetTile, 0, (y * tileWidth) + offsetTile);
tile.gameObject.layer = LayerMask.NameToLayer("Ground");
tile.transform.parent = _mazePrefab;
PlayerMovement.cs in Scripts folder
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public CharacterController controller;
public float speed = 15f;
public float gravity = -9.8f;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
Vector3 velocity;
bool isGrounded;
// Update is called once per frame
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if (isGrounded && velocity.y > 0)
{
velocity.y = 0f;
}
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speed * Time.deltaTime);
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
}
}
I have a ground layer created and everything and I have an empty that projects a sphere at the base of my character.
What am I doing wrong?
The problem must be that your gravity resetting isn’t working. I suppose you are using the tutorial from Brackeys — I have used his tutorial before, so I know it works. The problem must be that your gravity resetting. So, I go through your code. I notice there is an if statement meant to reset the velocity when the player is grounded. So, I check the isGrounded variable. The only thing that could set that incorrectly is that the maze doesn’t have the right layer. Your code does set the layer right, so I rule that one out. I then look back at the if statement. The only thing that could set it off is the second term in it:
if (... && velocity.y > 0)
Notice how later in your code the velocity rapidly decreases.
velocity.y += gravity * Time.deltaTime;
Notice how gravity is a negative variable.
float gravity = -9.8f;
And Time.deltaTime is positive. When multiplying positive and negative values, if the number of negative values in the equation is odd the result is negative, and if it is even the result is positive. Therefore, velocity decreases instead of increases.
In the if statement, you check if velocity.y > 0, in other words: if the velocity is greater than 0, do something. But according to the math, velocity is always decreasing, not increasing. But you are detecting if the velocity is above 0, not under it.
Change the if statement to:
if (isGrounded && velocity.y < 0)
Notice how I change the > to a < to detect if it is less than zero.
That would solve your problem and you could go off here, but there is something else that is less important. Notice how after your if statement, you decrease the velocity.
...
if (isGrounded && velocity.y > 0)// «— if statement.
{
velocity.y = 0f;
}
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speed * Time.deltaTime);
velocity.y += gravity * Time.deltaTime;// «—- change velocity.
...
Since after you call the if statement you change it, you won’t need to detect if the velocity is less than 0. This is because the velocity will always be slightly less than 0 at the end of each frame.
There are two things you could do here.
You could remove the second part of the if statement.
You could add the velocity change to the else of the if statement.
For 1:
if (isGrounded)
{
velocity.y = 0f;
}
For 2:
Add:
if (isGrounded)
{
velocity.y = 0f;
}
else
{
velocity.y += gravity * Time.deltaTime;
}
And remove:
controller.Move(move * speed * Time.deltaTime);
//removed this line «—-
controller.Move(velocity * Time.deltaTime);

Unity: Special movement for game

I'm writing movement for my space game and spaceship object (player) with mouse cursor.
Currently have following code:
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
public class Move : MonoBehaviour {
public float speed = 1.5f;
public float rotationSpeed = 90f;
public float rotPrecision = 0.1f;
public float movePrecision = 0.1f;
private Vector3 pos;
private Quaternion qTo;
void Start () {
pos = transform.position;
qTo = transform.rotation;
}
void Update () {
if (!EventSystem.current.IsPointerOverGameObject())
{
if (Input.GetMouseButtonDown(0) || Input.GetMouseButton(0))
{
pos = Input.mousePosition;
pos.z = transform.position.z - Camera.main.transform.position.z;
pos = Camera.main.ScreenToWorldPoint(pos);
}
var dir = pos - transform.position;
qTo = Quaternion.LookRotation(Vector3.forward, pos - transform.position);
if (Quaternion.Angle(transform.rotation, qTo) >= rotPrecision) //just set your own precision
transform.rotation = Quaternion.RotateTowards(transform.rotation, qTo, Time.deltaTime * rotationSpeed);
if (Vector3.Distance(transform.position, pos) > movePrecision) // 0.1f
transform.Translate(Vector3.up * speed * Time.deltaTime);
}
}
}
But there i have the problem with the movement precision and rotation when the point is too close to player (have infinite loop).
The idea of this movement system described with the following image:
(Player actor is green, path is gray, and destination point is red).
I hope that somebody could help me w/ that.
Thank you!
If I understand your question correctly, the problem is that the player's movement never stops as the code can't reach a finishing point.
To solve this you can add an acceptable precision margin.
So calculate if the difference between the rotation you wish or the movement you wish, and the players actual rotation/position, is less than a given variable, for example less than 0.05%.
That way you could allow the program to know that if it's just within 0.05% precision, then it's okay for it to stop moving.
Otherwise, if the program never reaches a complete and perfect rotation and position, it will continue to adjust endlessly due to slight mathematical imprecision in the calculations and movement pattern.

Slowly moving gameobject to mouse position

I want to change the position of the object to the position of the mouse, moving slowly from first to second position.
My object is moving slowly to the random direction which appears to be connected with lower-left corner. When I go higher than the corner my object is moving upwards, same with left and right.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Rocket : MonoBehaviour
{
public float speed = 10f;
private Vector3 shippos;
void Start()
{
shippos = transform.position;
}
void FixedUpdate()
{
if (Input.mousePosition.x > shippos.x)
shippos.x=shippos.x+speed*Time.deltaTime;
if (Input.mousePosition.x < shippos.x)
shippos.x=shippos.x-speed*Time.deltaTime;
if (Input.mousePosition.y > shippos.y)
shippos.y=shippos.y+speed*Time.deltaTime;
if (Input.mousePosition.y < shippos.y)
shippos.y=shippos.y-speed*Time.deltaTime;
transform.position = shippos;
}
}
The mouse position is returned in screenspace coordinates. What you need to do is convert this to world coordinates so that they are compared in the same coordinate space as the transform (shippos).
void FixedUpdate()
{
if (Camera.main.ScreenToWorldPoint(Input.mousePosition).x > shippos.x)
shippos.x = shippos.x + speed * Time.deltaTime;
if (Camera.main.ScreenToWorldPoint(Input.mousePosition).x < shippos.x)
shippos.x = shippos.x - speed * Time.deltaTime;
if (Camera.main.ScreenToWorldPoint(Input.mousePosition).y > shippos.y)
shippos.y = shippos.y + speed * Time.deltaTime;
if (Camera.main.ScreenToWorldPoint(Input.mousePosition).y < shippos.y)
shippos.y = shippos.y - speed * Time.deltaTime;
transform.position = shippos;
}
If I did not misunderstand, you want to change your player's position straight to the point of mouse's position and looking towards mouse.
void Update() {
Transform target = mousePosition; //get your mouse position per frame
Vector3 relativePos = target.position - transform.position; //create a vector3 between them
Quaternion rotation = Quaternion.LookRotation(relativePos); //then give a rotation your player towards this vector.
transform.rotation = rotation; //and apply it.
}
Taken from here: http://answers.unity3d.com/questions/633873/how-to-make-an-object-move-towards-the-mouse-point.html
public float moveSpeed = 2.0; // Units per second
void Update () {
var targetPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
targetPos.z = transform.position.z;
transform.position = Vector3.MoveTowards(transform.position, targetPos, moveSpeed * Time.deltaTime);
}
May not be accurate C#, but you get the idea.
i guess you are doing wrong , because wile you have Mathf.Lerp you Dont need to go as that clumsy way
Here is a video tutorial from youtube for mathf.lerp
and here is the base code:
someValue = Mathf.Lerp(initialValue , finalValue , Time.deltaTime * smoothness);
just take a look to the youtube link you will definitely get the idea!
AS A SIDE NOTE
you dont need to do alot of stuff to decrease your game performance! be careful about this kinda coding!

Unity Player falling very slowly

I created controls for a 3D Platformer game. Somehow the player is falling down very very slowly.
My player object got 2 components, the default capsule collider and the default Rigidbody. I didnt change anything there.
So my code is this one here:
float movementSpeed = 8;
float currentMovementSpeed;
float speedSmoothTime = 0.1f;
float turnSmoothTime = 0.2f;
float jumpPower = 5;
float airControlPercentage = 0.2f;
float turnSmoothVelocity;
float speedSmoothVelocity;
bool isGrounded;
private void FixedUpdate()
{
isGrounded = GroundCheck(); // Is player grounded?
Vector2 inputDirection = (new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"))).normalized;
if (Input.GetButtonDown("Jump") && isGrounded) // Jump handling
Debug.Log("Player Jump");
if (inputDirection != Vector2.zero)
transform.eulerAngles = Vector3.up * Mathf.SmoothDampAngle(transform.eulerAngles.y, Mathf.Atan2(inputDirection.x, inputDirection.y) * Mathf.Rad2Deg + cameraTransform.eulerAngles.y, ref turnSmoothVelocity, GetModifiedSmoothTime(turnSmoothTime)); // Rotate
currentMovementSpeed = Mathf.SmoothDamp(currentMovementSpeed, movementSpeed * inputDirection.magnitude, ref speedSmoothVelocity, GetModifiedSmoothTime(speedSmoothTime));
playerRigid.velocity = transform.forward * currentMovementSpeed + Vector3.up * playerRigid.velocity.y * Time.deltaTime; // Move
currentMovementSpeed = (new Vector2(playerRigid.velocity.x, playerRigid.velocity.z)).magnitude;
}
private float GetModifiedSmoothTime(float smoothTime) // Limit the control while in air
{
if (isGrounded)
return smoothTime;
if (airControlPercentage == 0)
return float.MaxValue;
return smoothTime / airControlPercentage;
}
private bool GroundCheck() // Player is grounded?
{
if (true)
return true;
return false;
}
Does someone knows what to do here?
It probably has something to do with your current gravity. Check in edit -> project settings -> physics the value of your gravity. In my case is -9,81. Change it to a higher value and see what happens.
I finally got it. How to fix it:
In this line of code
playerRigid.velocity = transform.forward * currentMovementSpeed + Vector3.up * playerRigid.velocity.y * Time.deltaTime;
Take out
* Time.deltaTime
Now the player is falling correctly.
Actually , transform.forward effect the y component of the body thus effects the gravity acting on the body.
Use
rb.velocity = new Vector3(horizontal , -1 , vertical) * speed ; .
It will work, or simply use AddForce to drive the player.
when you want to use gravity calculations, changing the rigidbody in your code can do this.
//rb.velocity = moveInput * moveSpeed;
for example will screw with your movement, even when a button isn't being pressed.
using something like:
if(Input.GetButtonDown("Jump") && Mathf.Abs(rb.velocity.y) < 0.001f)
{
rb.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
}
will simply add forces on top of the calculations, instead of changing them prior to
In my case, the slow descending of my game character was solved by eliminating unnecessary calls to the physics system in the FixedUpdate() function. For example, when a joystick's X-axis and/or Y-axis are in the zero position.
I call addForce, velocity, rb transforms, etc. only if the absolute joystick value (- and +) exceeds a minimum value, in my case 0.04. Without these tests, these physics calls are done every time FixedUpdate() is called. This seems to overload the physics system, because at the same time, physics is also processing gravity etc.
Note that merely setting the joystick's dead zones in the Unity Input System doesn't solve this problem.
void FixedUpdate()
{
if (Mathf.Abs(stick.x) > 0.04) // prevent unnecessary physics call.
{
rb.transform.eulerAngles = rb.transform.eulerAngles - new Vector3(0, stick.x * Time.deltaTime * RotationSpeed * -1, 0);
}
if (Mathf.Abs(stick.y) > 0.04) // prevent unnecessary physics call.
{
rb.velocity = transform.forward * stick.y * Speed * Time.deltaTime;
}
}

Change audio pitch based on rigidbody speed

We have some sound for when the player is moving or rolling being the player is a ball. We want to increase the pitch of the audio the faster the ball goes. I tried the below code but it doesn't do anything. I think it's because the value of p comes out too small.
I remember reading somewhere that there is something built in to handle this but I can't think of where I saw or it what it was called.
Thanks in advance!
void FixedUpdate()
{
#if UNITY_EDITOR || UNITY_STANDALONE
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
Vector3 move = new Vector3(-moveHorizontal, 0.0f, -moveVertical);
move = move * (speed / 15f);
//maxSpeed = maxSpeed / 5;
#else
// Player movement in mobile devices
// Building of force vector
Vector3 move = new Vector3(-Input.acceleration.x, 0.0f, -Input.acceleration.y);
// Adding force to rigidbody
move = move * (speed / 15f);
//move = movement * speed * Time.deltaTime;
#endif
rigidbdy.AddForce(move);
var p = rigidbdy.velocity.magnitude / speed;
audio.pitch = Mathf.Clamp(p, 1.0f, 2.0f); // p is clamped to sane values
//Limits the max speed
if (rigidbdy.velocity.magnitude > maxSpeed)
{
rigidbdy.velocity = rigidbdy.velocity.normalized * maxSpeed;
}
}
You can use the map function for easy control over the pitch value.
float mapValue(float mainValue, float inValueMin, float inValueMax, float outValueMin, float outValueMax)
{
return (mainValue - inValueMin) * (outValueMax - outValueMin) / (inValueMax - inValueMin) + outValueMin;
}
You pass in AudioSource.pitch to the mainValue parameter.
For the inValueMin value, you pass in the default/MIN value of the Rigidbody.velocity.magnitude which is 0.
For the inValueMax value, you pass in the MAX value your ball can go.
You can easily determine this number with Debug.Log("RB: " + ballRigidbody.velocity.magnitude); and running the game. 10 seems to be fine for this. You must determine your own value.
The default AudioSource.pitch value is 1, so outValueMin parameter should be 1.
The outValueMax parameter will be the maximum pitch you think is acceptable to you. I found 1.5 to be ok for this so 1.5 will be used for outValueMax.
Whatever you get from the mapValue function is what you assign to the AudioSource.pitch. This gives you much more control over the pitch of you sound. You can read more about this function on the Arduino site.
Remove your current Audio code and replace it with this:
float rigidBodyMangintude = rigidbdy.velocity.magnitude;
float pitch = mapValue(rigidBodyMangintude, 0f, 10f, 1f, 1.5f);
audio.pitch = pitch;
Debug.Log("Pitch: " + pitch);
The mapValue function is at the top of this answer.

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