Moving rigidbody - c#

I am new to unity and I have a object that I want to move.
But this object doesn't move at all. It changes his direction so the object can look to the left/right but it doesn't move from the point he starts.
So basicly the object can rotate but not move in any direction.
The question is: How can I make the object move
public float movementSpeed = 20;
Animator anim;
Rigidbody rb;
public Text countText;
public Text winText;
private int count;
void Start()
{
anim = GetComponent<Animator>();
rb = GetComponent<Rigidbody>();
count = 0;
SetCountText();
winText.text = "";
}
void FixedUpdate()
{
ControllPlayer();
}
void ControllPlayer()
{
float moveHorizontal = Input.GetAxisRaw("Horizontal");
float moveVertical = Input.GetAxisRaw("Vertical");
Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
if (movement != Vector3.zero)
{
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(movement), 0.15f);
anim.SetInteger("Walk", 1);
}
else
{
anim.SetInteger("Walk", 0);
}
rb.addForce(movement * movementSpeed * Time.deltaTime);
}
public void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Pick Up"))
{
other.gameObject.SetActive(false);
count = count + 1;
SetCountText();
}
}
void SetCountText()
{
countText.text = "Food: " + count.ToString();
if (count >= 10)
{
SceneManager.LoadScene("Victory");
}
}

This seems to be a little overcomplicated for what you need to do.
I don't really do stuff in the 3D world at the moment, but a quick YouTube search brought up this video.
The code he used was
transform.Translate(moveSpeed*Input.GetAxis("Horizontal")*Time.deltaTime,0f,moveSpeed*Input.GetAxis("Vertical")*Time.deltaTime);
inside the Update() method, with moveSpeed being a public variable so you can change it in the inspector.
You could then do a check to see if you're moving and set the animation values accordingly.
I would always recommend putting player movement inside the Update()method as otherwise it can feel laggy and miss key presses, especially if you have a lot going on - eg a double jump.
Hope this helps, and good luck with Unity :).
By the way, as you're new I would already recommend searching Youtube first for a tutorial - most of the time someone has done one on what you want to do. Creators like Brackeys have a massive backlog of stuff which is really useful.

Related

Character not moving in horizontal axis

I'm writing a 2D platform game with Visual Studio Code and Unity. So far, I have established the animations that I will use later in the main character and the enemy. With the main character I have defined the "horizontal move" and the "vertical move". However when I run the game, the character moves up, but it doesn't move left or right.
This is the code that I have for the main character:
public class Hero : Monobehaviour
{
public float vel =10f;
public Animator anim;
private Vector2 moveVelocity;
float horizontalMove = 0f;
private Rigidbody2D rb;
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
void Update()
{
horizontalMove = Input.GetAxisRaw("Horizontal") * vel;
Vector2 moveInput = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
moveVelocity = moveInput.normalized * vel;
}
void FixedUpdate()
{
Vector2 v = new Vector2 (vel, 0);
rb.velocity = v;
rb.MovePosition(rb.position + moveVelocity * Time.fixedDeltaTime);
}
}
Can someone please tell me what I'm missing?
It should work if you change your code to this:
void Update()
{
if(Input.GetKeyDown(KeyCode.D))
{
rb.AddRelativeForce(Vector2.right * (vel*Time.deltaTime));
}
else if(Input.GetKeyDown(KeyCode.A))
{
rb.AddRelativeForce(Vector2.left * (vel*Time.deltaTime));
}
}
Since you have a rigidbody attached to your game object, it would make sense to add relative force to the object when a user presses D/A instead of just changing the object's transform position. This should work.
Essentially, you can set the horizontal move up in the input manager under Edit > project settings > input. Double-check if the horizontal axis is set up to the left and right button.

Cant Change Friction of Player In Unity2D

I am extremely new to both Unity and C# and have been working on it for a few days. I'm currently trying to stop my player from sliding and to do this I've set the friction value of the players material high so that it doesn't slide. This however creates an issue where my character travels entirely too fast. To get around this I created a child object with a BoxCollider2D tagged as Friction Controller that I can modify. I get a code that changes the friction value of the physics material to 0 when i start moving and 100 when am supposed to stop. The problem is that while this updates the material itself it does not affect the box colliders settings. Does anybody know a solution for this?
using System.Collections.Generic;
using System.Collections.Specialized;
using UnityEngine;
public class Player_Movement : MonoBehaviour
{
GameObject frictionController;
public BoxCollider2D collider;
public float speed = 400f;
public float jumpForce;
private float friction;
private Rigidbody2D rb2d;
private bool isMoving;
// Start is called before the first frame update
void Start()
{
rb2d = GetComponent<Rigidbody2D> ();
}
// Update is called once per frame
void FixedUpdate()
{
float moveHorizontal = Input.GetAxis("Horizontal");
Vector2 movement = new Vector2(moveHorizontal,0);
rb2d.AddForce(movement * speed);
}
void Update()
{
frictionController = GameObject.FindWithTag("Friction Controller");
collider = frictionController.GetComponent<BoxCollider2D>();
if (Input.GetKey("a") || (Input.GetKey("d")))
{
{ Debug.Log("Pressed Button"); }
collider.sharedMaterial.friction = 0;
} else { collider.sharedMaterial.friction = 100; }
///This part isn't complete yet
float moveVertical = Input.GetAxis("Vertical");
Vector2 jump = new Vector2(0, moveVertical);
if (Input.GetKeyDown("space"))
{
rb2d.AddForce(Vector3.up * jumpForce);
}
}
}
I'm not sure that your approach is a particularly good one and is likely to give you problems later on. Since you're using the physics system, a better approach would be to apply a force to your Rigidbody that is the OPPOSITE of its velocity when want it to come to a stop.
Nevertheless here is a solution that effectively does what you want to do using a similar approach to what you're attempting. Rather than manipulating the physics material properties, this solution manipulates the drag value of the rigidbody.
public class Player_Movement : MonoBehaviour
{
private Rigidbody2D rb2d;
private float speed = 100f;
void Start()
{
rb2d = GetComponent<Rigidbody2D> ();
}
void FixedUpdate()
{
float moveHorizontal = Input.GetAxis("Horizontal");
Vector2 movement = new Vector2(moveHorizontal,0);
rb2d.AddForce(movement * speed);
}
void Update()
{
if (Input.GetKey(KeyCode.A) || (Input.GetKey(KeyCode.D)))
{
rb2d.drag = 5; // Adjust this value to modify speed
}
else
{
rb2d.drag = 100; // Adjust this value to modify slippery-ness
}
}
}

How can I apply scripts in new camera which is child of a gameobject

Earlier I was facing problem regarding the unity camera problem it always stuck on 0,0,0.08 and also find a solution so I first create an empty gameobject and then drag the camera in that empty gameobject but after doing this the scripts which I applied to the gameobject is working fine but the script which I place in camera is not working at all
Camera Script
public float MovementAmplitude = 0.1f;
public float MovementFrequency = 2.25f;
void Update()
{
transform.position = new Vector3(
transform.position.x,
Mathf.Cos(transform.position.z * MovementFrequency) * MovementAmplitude,
transform.position.z
);
}
Player Script
public float speed = 4.5f;
public float JumpingForcec = 450f;
void Update()
{
transform.position += speed * Vector3.forward * Time.deltaTime;
if (Input.GetKeyDown("space"))
{
Debug.Log("SPace is pressed");
Debug.Log(GetComponent<Rigidbody>());
GetComponent<Rigidbody>().AddForce(Vector3.up * JumpingForcec);
}
}
First of all when dealing with a Rigidbody (or the Physics in general) you shouldn't set a position directly through the Transform component but rather use Rigidbody.position or in your case for a smooth movement even rather Rigidbody.MovePosition, both in FixedUpdate.
In general anything related to the Physics (so also everything using Rigidbody) should be done in FixedUpdate while the check for GetKeyDown has to be done in Update.
PlayerScript
public class PlayerScript : MonoBehaviour
{
public float speed = 4.5f;
public float JumpingForcec = 450f;
// If possible reference this in the Inspector already
[SerializeField] private Rigidbody rigidBody;
private bool jumpWasPressed;
private void Awake()
{
if (!rigidBody) rigidBody = GetComponent<Rigidbody>();
}
private void FixedUpdate()
{
rigidBody.MovePosition(transform.position + speed * Vector3.forward * Time.deltaTime);
if (!jumpWasPressed) return;
Debug.Log("SPace was pressed");
rigidBody.AddForce(Vector3.up * JumpingForcec);
jumpWasPressed = false;
}
private void Update()
{
// Note that currently you can multijump .. later you will want to add
// an additional check if you already jump again
if (Input.GetKeyDown(KeyCode.Space)) jumpWasPressed = true;
}
}
Make sure that Is Kinematic is disabled in the Rigidbody component! Otherwise AddForce is not processed.
If isKinematic is enabled, Forces, collisions or joints will not affect the rigidbody anymore.
The camera movement I would move to LateUpdate in order to make sure it is the last thing calculated after the other Update calls have finished. Especially after all user input has been processed (in your case maybe not that relevant since movement is processed in FixedUpdate but in general).
Second problem: Here you are not taking the changed Y position by jumping into account so rather add the "wobbling" effect to the player's transform.position.y and rather use the localPosition for the Camera:
public class CameraScript : MonoBehaviour
{
public float MovementAmplitude = 0.1f;
public float MovementFrequency = 2.25f;
// reference the player object here
public Transform playerTransform;
private float originalLocalPosY;
private void Start()
{
if(!playerTransform) playerTransform = transform.parent;
originalLocalPosY = transform.localPosition.y;
}
private void LateUpdate()
{
transform.localPosition = Vector3.up * (originalLocalPosY + Mathf.Cos(playerTransform.position.z * MovementFrequency) * MovementAmplitude);
}
}
Maybe you want to disable the wobbling effect during a jump later, though ;)
Try to put all the update stuff in the same method, it should work both (theorically, not tested) so you have to fix your code in order to get what you want:
void Update() {
// Camera update
transform.position = new Vector3(
transform.position.x,
Mathf.Cos(transform.position.z * MovementFrequency) * MovementAmplitude,
transform.position.z
);
// Player update
transform.position += speed * Vector3.forward * Time.deltaTime;
if (Input.GetKeyDown("space"))
{
Debug.Log("SPace is pressed");
Debug.Log(GetComponent<Rigidbody>());
GetComponent<Rigidbody>().AddForce(Vector3.up * JumpingForcec);
}
}
Hope this helps you, cheers!

Unity crashes every time I try to stop the movement of my object

I'm making a non random generated runner game and I'm trying to code the boss entry and fight. So the game consist of an astronaut (player) that stays on screen all the time (so him, background and camera never move, well the player can move but it's clamped.
All the hazards come towards the player and he has to avoid them or defeat them until the last hazard which is the boss. The boss is at the end of the line and goes along the z-Axis as well towards the player and I want it to stop when it collides with a Quad, so the boss is static and they can fight.
After that I want the boss to move up and down and shoot the player with Lerp functions.
The code looks like this:
public class BossController : MonoBehaviour {
public float speed;
public float health;
public Animator anim;
public Transform startMarker;
public Transform endMarker;
private Rigidbody rb;
private HUDController hud;
private bool startIntro = false;
private float startTime;
private float journeyLength;
void Start () {
startTime = Time.time;
journeyLength = Vector3.Distance (startMarker.position, endMarker.position);
anim = GetComponent<Animator> ();
rb = GetComponent<Rigidbody> ();
rb.velocity = transform.forward * -speed;
}
void Update(){
//transform.position += transform.forward * -speed * Time.deltaTime;
if (startIntro) {
rb.velocity = new Vector3(0,0,0);
Fight ();
}
}
void Fight(){
float distCovered = (Time.time - startTime) * speed;
float fracJourney = distCovered / journeyLength;
while(true)
{
transform.position = Vector3.Lerp(startMarker.position, endMarker.position, fracJourney);
transform.position = Vector3.Lerp(endMarker.position, startMarker.position, fracJourney);
}
}
void OnTriggerEnter(Collider other){
if (other.gameObject.CompareTag ("bossEntry")) {
startIntro = true;
//anim.SetTrigger ("quad");
}
}
}
I tried first with the rigidbody and when it collides, the rigidbody's velocity is 0 and that works fine AS LONG AS the Fight() method is commented. So maybe it's because of the lerp functions?
When it;s not commented when the boss hits the collider everything freezes and I cannot use Unity anymore and I have to restart the programm.
Please help!
Edit: I removed the while(true) loop and now the boss falls straight down when it collides with the quad instead of lerping. The Boss is under an empty object and both start and end markers are under the empty object as well. Every component is attached to the empty object (parent).
try and track (print) the values of your veriables.
I'd guess you have a divisor of 0 here -
float fracJourney = distCovered / journeyLength;
if not, its most likely you have an endless loop, or a null pointer which is vital.
Sorry, I just noticed this now.
transform.position = Vector3.Lerp(startMarker.position, endMarker.position, fracJourney);
transform.position = Vector3.Lerp(endMarker.position, startMarker.position, fracJourney);
The second Lerp overrides the value of first one immediately. If you want something like a ping pong effect, make a flag to determine the current state you want.
bool toEndMarker = true;
void Fight() {
//Some code here
if(toEndMarker)
{
transform.position = Vector3.Lerp(startMarker.position, endMarker.position, fracJourney);
if(//DETERMINE if transform.position is already at end marker)
{
toEndMarker = false;
}
}
else
{
transform.position = Vector3.Lerp(endMarker.position, startMarker.position, fracJourney);
if(//DETERMINE if transform.position is already at start marker)
{
toEndMarker = true;
}
}
}

Character won't jump in Unity2D but entered the jump statement

I have a little problem with my player control script (C#) in the unity enigne. I worked out the following script with the basic movement of the player. The problem is that the player can enter the jump statement (the debug log printed it out)
Debug Log
but it will not work. The character is still on the ground.
The jump function will be enabled when the player is on the ground (grounded) and did not a double jump.
So my question is are there any "code mistakes" or maybe some configuration problems which I do not see?
Thank you for your help in advance!
using UnityEngine;
using System.Collections;
public class PlayerControl : MonoBehaviour
{
// public variables
public float speed = 3f;
public float jumpHeight = 5f;
// private variables
Vector3 movement;
Animator anim;
Rigidbody2D playerRigidbody;
// variables for the ground check
public Transform groundCheck;
public float groundCheckRadius;
public LayerMask whatIsGround;
private bool grounded;
private bool doubleJump;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
// Proves if the player is on the ground and activate the double jump function
if (grounded)
{
doubleJump = false;
}
// First line of proving the jump
if (Input.GetMouseButtonDown(0) && grounded)
{
Debug.Log("Jump if entered");
Jump();
}
if (Input.GetMouseButtonDown(0) && !doubleJump && !grounded)
{
Debug.Log("double Jump");
Jump();
doubleJump = true;
}
// Flipping the Player when he runs back
if (Input.GetAxis("Horizontal") < 0)
{
playerRigidbody.transform.localScale = new Vector2(-1.7f, 1.7f);
}
else
{
playerRigidbody.transform.localScale = new Vector2(1.7f, 1.7f);
}
}
void Awake()
{
// References setting up
playerRigidbody = this.GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
}
void FixedUpdate()
{
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
// simple Movement without a speed control
Move(horizontal, vertical);
Animating(horizontal, vertical);
// Section for ground detection
grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, whatIsGround);
// Set the parameter for the jump animation false or true
anim.SetBool("Grounded", grounded);
}
void Move(float horizontal, float vertical)
{
movement.Set(horizontal, 0f, vertical);
movement = movement.normalized * speed * Time.deltaTime;
playerRigidbody.MovePosition(transform.position + movement);
}
void Jump()
{
playerRigidbody.AddForce(Vector3.up * jumpHeight);
// playerRigidbody.AddForce(new Vector2(0f, jumpHeight), ForceMode2D.Impulse);
Debug.Log("Jump function");
}
void Animating(float h, float v)
{
bool walking = h != 0f || v != 0f;
anim.SetBool("IsWalking", walking);
}
}
Just guessing here, but maybe Vector3.up does not work for 2D physics? I'm not really into 2D, but you could try
playerRigidbody.AddForce(transform.up * jumpHeight);
instead.
Also, have you tried different values for jumpHeight? 5 might be way to small depending on the mass you set for your rigidbody.
And make sure you haven't restricted any axes in the inspector.
// Note: If you want the object to move in a reliable predictable way but still allow physics interactions, use MovePosition (set the object to kinematic if you want it to be unaffected by physics but still be able to affect other things, and uncheck kinematic if you want both objects to be able to be acted on by physics.
If you want to move your object but let physics handle the finer details, add a force.
playerRigidbody.rigidbody2D.AddForce(Vector3.up * 10 * Time.deltaTime);
use Vector.up, Vector.down, vector.right, Vectore.left along with time.deltaTime to have smooth movement along the frame.

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