OnCollisonEnter(Collision other) doesn`t detect my object? - c#

I'm making a game in Unity VR in which I punch numbers and get points.
The gloves are responsible for detecting collisions between the numbers that they hit. On my gloves I have a PunchScript component and the numbers each have a rigidBody and collider.
The problem is that no collisions seem to ever occur. I placed a Debug.LogError inside of the collision detection code to assert this.
I tried switching on/off kinematics on all objects and used different collision systems to no avail.
Here's my PunchScript component:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PunchScript : MonoBehaviour
{
public SteamVR_TrackedObject hand;
private Rigidbody rBody;
private bool visible = true;
// Start is called before the first frame update
void Start()
{
rBody = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
rBody.MovePosition(hand.transform.position);
rBody.MoveRotation(hand.transform.rotation);
// print(rBody.velocity.magnitude* 1000);
}
void OnCollisonEnter(Collision other)
{
Rigidbody otherR = other.gameObject.GetComponentInChildren<Rigidbody>();
if (other.gameObject.name == "frpnchbg") {
Debug.LogError("Hit!");
}
if (other == null)
return;
Vector3 avgPoint = Vector3.zero;
foreach (ContactPoint p in other.contacts) {
avgPoint += p.point;
}
avgPoint /= other.contacts.Length;
Vector3 dir = (avgPoint - transform.position).normalized;
otherR.AddForceAtPosition(dir *50f* rBody.velocity.magnitude, avgPoint);
}
}
Here's how the glove object looks in the Unity inspector.

It is very important to write the name of Unity callback methods correctly, otherwise Unity will not be able to detect them on the object (and as a result, can never execute them).
In your case, you have misspelled the OnCollisionEnter callback.
Instead of OnCollisonEnter it should be OnCollisionEnter.

Related

Why does this not stop my character from jumping unlimited times?

My character just jumps continuously even in the air, I'm not sure why the boolean does not stop it and I cannot figure it out. This is what I have so far:
using UnityEngine;
public class PlayerCollision : MonoBehaviour
{
public Rigidbody rb;
bool spacePressed = false;
float upForce = 200f;
void OnCollisionEnter(Collision collisionInfo)
{
if (collisionInfo.collider.tag == "Obstacle")
{
spacePressed = false;
}
}
void Update()
{
if (Input.GetKey("space") && spacePressed == false)
{
spacePressed = true;
rb.AddForce(0, upForce * Time.deltaTime, 0, ForceMode.VelocityChange);
}
}
}
My guess is that 'space pressed' is never or instantly set to false. So a first step on debuging it can be to watch the boolean. You can do that with 'public ...'. Then you should just observe when it's set to true/false.
There is also the possiblilty of this being a totally different kind of issue. For instance that one of the colliders could be of the wrong size (too big/small)
And to complete the holy trinity: There is a free 2D platformer example in the unity hub. I think they use a different approche by using an empty GO as a 'isGrounded' checker. One of the first things I learned as a hobbist is not to be ashamed to copy code of example projects.
Good luck.
It is likely that the collider is hitting Obstacle as it makes its first jump. OnCollisionEnter is very unreliable when checking if an object is beside/on another object. This can be checked if you use Debug.Log and check to see how much times it randomly activates OnCollisionEnter.
To reliably check if an object is beside another object use raycasts or boxcasts instead.
This is some code that should work that uses raycasts:
using UnityEngine;
public class PlayerCollision : MonoBehaviour
{
public Rigidbody rb;
public Collider collider;
public float extraCheckHeight = 0.1f;
float upForce = 200f;
bool isGrounded(){
Physics2D.Raycast(collider.bounds.center, Vector3.down, collider.bounds.extents.y + extraCheckHeight);
}
void Update()
{
if (Input.GetKey("space") && isGrounded)
{
rb.AddForce(0, upForce, 0, ForceMode.VelocityChange);//Time.deltaTime is should not be here because it should be the same force regardless of the time between frames
}
}
}
This should do the trick but I recommend researching about unity raycasts and boxcasts.
Here is a video on Ground Checking that I found useful when I was approached with a similar problem: Ground Check

UNITY PREFABS DOESN'T SHOW UP IN GAME TAB

As you can see in the screenshoot I can't see prefabs in the game tab but only in the editor. I have made a simple function for shooting(not finished yet), it works fine, it spawns the prefabs but i can't see them in the game tab, I have already tried changing the Sorting Layer, move the camera, change Z position but nothing appen.
This is my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerAttack : MonoBehaviour
{
[SerializeField]
float delayBetweenShots = 0.4f;
float timePassedSinceLast = 0f;
// Start is called before the first frame update
void Start()
{
timePassedSinceLast = delayBetweenShots;
}
// Update is called once per frame
void Update()
{
Aiming();
Shooting();
}
void Aiming()
{
var objectPos = Camera.main.WorldToScreenPoint(transform.position);
var dir = Input.mousePosition - objectPos;
transform.rotation = Quaternion.Euler(new Vector3(0,0,Mathf.Atan2(-dir.x, dir.y) * Mathf.Rad2Deg));
}
void Shooting()
{
if(Input.GetMouseButton(0) && timePassedSinceLast >= delayBetweenShots)
{
GameObject bullet = (GameObject)Instantiate(Resources.Load("bullet"), transform.position, transform.rotation);
timePassedSinceLast = 0f;
}
else
{
timePassedSinceLast += Time.deltaTime;
}
}
}
The prefabs get instantiated correctly. As others suggested as well, the best way to find "lost" objects in your game is to shoot some stuff, pause the game, go into scene view, turn on 3D mode and double click one of the prefabs in the hierarchy. The camera will take you straight to your object.

Run code on every frame two colliders are in contact

im trying to make it so that if my character continues to touch a gameobject with a damage script the player continuesly gets damaged. instead of this result i only get damaged once when touching the gameobject. there are no error messages. ive tried to replace the if with a while loop and it ended up crashing my game. is there any way to loop a if statement preferably with a way to time it.
if (other.tag == "Player")
{
healthScript.healthPoints -= damage;
}
this is the if statement im trying to loop.
First, I am under the assumption you are using Colliders as triggers with the Is Trigger attribute selected. I am also assuming this is a 2D game. If not, this same approach will work, you will just have to change the methods from 2D to 3D.
You will want to add the OnTriggerEnter2D() and OnTriggerExit2D() methods to your player health script. These will allow us to detect when the player is standing on the damaging object. From here, we will start a coroutine which can be used to deal damage in a timed manner.
using System.Collections;
using UnityEngine;
public class HealthScript : MonoBehaviour
{
public float healthPoints = 100f;
public float damage = 5f;
public bool OnDamagingObject = false;
IEnumerator DealDamage()
{
while (OnDamagingObject)
{
healthPoints -= damage;
yield return new WaitForSeconds(1f);
}
}
void OnTriggerEnter2D(Collider2D hitInfo)
{
GameObject collider = hitInfo.gameObject;
if (collider.tag == "DamagingObject")
{
OnDamagingObject = true;
StartCoroutine(DealDamage());
}
}
void OnTriggerExit2D(Collider2D hitInfo)
{
GameObject collider = hitInfo.gameObject;
if (collider.tag == "DamagingObject")
{
OnDamagingObject = false;
}
}
}
For those who wish to use OnTriggerStay(), I will also provide a solution for that. This time, we will keep the script on the damaging object, following the structure the question asker is using.
using UnityEngine;
public class DamageScript : MonoBehaviour
{
public HealthScript healthScript;
public float damage = 5f;
void OnTriggerStay2D(Collider2D hitInfo)
{
GameObject other = hitInfo.gameObject;
if (other.CompareTag("Player"))
{
healthScript.healthPoints -= damage;
}
}
}
As mentioned in the comments of my other answer, implementing both OnTriggerEnter() and OnTriggerExit() allow more control over dealing damage to the player. One of the downsides to using OnTriggerStay() is I am unsure how to deal the damage in a timed manner. Additionally, OnTriggerStay() limits how you can deal damage to the player. If in the future you wanted to give 5 damage to the player when they first touch the damaging object but 2 damage for every second thereafter while touching it, it is not possible to do so using OnTriggerStay().

How can I make a game object jump when I press a key (preferably space)?

I have this C# script attached to my main camera game object which also has a capsule collider attribute. However, it doesn't seem to do anything. How should I modify/add to this to make the camera "jump" and fall down to the ground again?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Jump : MonoBehaviour {
[HideInInspector] public bool jump = false;
public float jumpForce = 1000f;
public Transform groundCheck;
private bool grounded = false;
private Rigidbody rb;
// Use this for initialization
void Awake ()
{
rb = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update ()
{
grounded = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
if (Input.GetButtonDown("Jump") && grounded)
{
jump = true;
}
}
void FixedUpdate()
{
if (jump)
{
rb.AddForce(new Vector2(0f, jumpForce));
jump = false;
}
}
}
Also, I would like to have the key for this be the spacebar if possible, but whatever key works or is there already is fine. I am still learning C#, so please forgive me if the solution is obvious.
This line is most likely causing the problem:
grounded = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));`
There are 2 reason that it wont produce proper results:
You haven't setup your ground tiles or the place where you character moves to the "Ground" layer. You wont have this by default but you can add it from the Project Settings->Tags and Layers menu.
Your colliders are not close enough to the ground thus not causing collision.
Besides that it should work fine.

Transferring a Vector3 variable from one script (WayPointPositioner) to another and change it into a transform (Walking)

I'm having a bit of trouble getting the Vector3 wayPointPosition to my other script called Walking and changing it into the Transform target. My troubles lie in the fact that I'm trying to grab this dynamic variable from WayPointPositioner (it changes depending on what object is clicked in the stage and whether the player overlaps with this waypoint) and import and use it in another script.
Below is the code I'm using.
WayPointPositioner
using UnityEngine;
using System.Collections;
public class WayPointPositioner : MonoBehaviour {
public Vector3 wayPointPosition = Vector3.zero;
private bool checkPlayerWaypointCollision;
void Start()
{
}
void OnTriggerStay2D (Collider2D other)
{
// Check if collision is occuring with player character.
if (other.gameObject.name == "Player")
{
checkPlayerWaypointCollision = true;
}
else
{
checkPlayerWaypointCollision = false;
}
}
//Check if object is clicked
void OnMouseDown ()
{
// If its the player, then return a new position for the player to move to for walking
// Else debug that its not so
if (checkPlayerWaypointCollision == false)
{
Debug.Log ("Object not colliding and retrieving position");
Debug.Log (wayPointPosition);
Debug.Log (gameObject.name);
wayPointPosition = new Vector3 (transform.position.x, transform.position.y, 10);
wayPointPosition = Camera.main.ScreenToWorldPoint(wayPointPosition);
}
else
{
Debug.Log ("Object is colliding, no movement needed");
}
}
}
Walking
using UnityEngine;
using System.Collections;
public class Walking : MonoBehaviour {
public Transform target;
public WayPointPositioner wayPointPosition;
public bool walkingAnimation = false;
private Animator anim;
void Awake ()
{
anim = GetComponent<Animator> ();
wayPointPosition = GameObject.FindGameObjectWithTag ("Waypoint").GetComponent<WayPointPositioner> ();
}
void Start ()
{
}
void Update ()
{
Debug.Log ("This is in Walking, WPP =" + wayPointPosition);
}
}
As you can see I'm trying to import the wayPointPosition from the seperate class which is attached to the gameobjects called "Waypoint" (In my current layout those are empty objects with circle colliders to check if they have been clicked). However when I run this, I am not getting my Vector, but I'm getting the name of the last waypoint in the hierarchy (I have currently 6 waypoints which can be clicked) and not a Vector.
I hope someone is able to help me / point out my mistake. I'm still learning C# so I might've made a strange / odd assumption which isn't working.
Kind regards,
Veraduxxz.
It looks like invoking GameObject.FindGameObjectWithTag("Waypoint").GetComponent<WayPointPositioner>(); retrieves a component from the game object which matches the specified tag, as well as a type argument T which derives from MonoBehavior.
Calling this should actually give you an instance of your WayPointPositioner class, which you can then pass to whichever methods you want, and interact with its Vector3 however you would like.

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