The projectiles of my game are too fast; some of bullets are passing through the collider.
I did a RayCast ray to detect the colliders and it's working. I'm having trouble trying to do a RayCast2D to destroy the bullet when it hits the collider.
if (Input.GetButtonDown("Fire1") && Time.time > nextfire)
{
nextfire = Time.time + firerate;
anim.SetTrigger("Shoot");
GameObject tempBullet = Instantiate(bulletPrefab, shotSpawner.position,
shotSpawner.rotation);
RaycastHit2D hit = Physics2D.Raycast(shotSpawner.position, shotSpawner.right);
Debug.DrawLine(transform.position, transform.right * 300f, Color.cyan);
if (hit.collider.tag != null)
{
nextfire = Time.time;
print(hit.collider.name);
}
else
{
print(hit.collider.name);
}
}
Related
wrote a script to move the player by dragging it, so at first, I moved the player with transform.position and it worked perfectly so I said its time to move it with rigidbody to make it collides with objects,
so I tried rigidbody.velocity but it not moving smoothly. so how to make this works like transform.position?
this is the script:
void Update()
{
if(Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
if (touch.phase == TouchPhase.Moved)
{
transform.position = new Vector3(
transform.position.x + touch.deltaPosition.x * speedmodifier,
transform.position.y,
transform.position.z + touch.deltaPosition.y * speedmodifier);
}
}
}
When using Rigidbody you want to do all physics related stuff in FixedUpdate. then you probably would not use velocity but set fix positions using Rigidbody.MovePosition
You should still get the User input via Update though.
I would separate the logic. Something like maybe
[SerializeField] private Rigidbody _rigidbody;
private Vector3 targetPosition;
private void Start()
{
targetPosition = transform.position;
if(!_rigidbody) _rigidbody = GetComponent<Rigidbody>();
// since this rigibody is going to be moved via code not Physics it should be kinemtic
_rigibody.isKinematic = true;
// in order to smooth the movement
_rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
}
void Update()
{
if(Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
if (touch.phase == TouchPhase.Moved)
{
targetPosition += Vector3.right * touch.deltaPosition.x * speedmodifier;
targetPosition += Vector3.forward * touch.deltaPosition.y * speedmodifier;
}
}
}
private void FixedUpdate()
{
_rigidbody.MovePosition(targetPosition);
}
After my player object touches the wall it sometimes starts to move and rotate on it's own. I tried to increase player object weight and it helps, but i don't think it's a good approach as tiny movement never dissapears.
Player is rigidbody with box collider attached.
isKinematic - false;
useGravity - true;
XYZ rotation is fixed and Y coordinate position is fixed.
Walls have box collider but have no rigidbody.
Ground has no collider as Y position is fixed and player object doesn't touch the ground.
Game is network based so i have photon rigidbody view component attached to player as well.
Code (C#) which moves player:
public void Update()
{
if (!photonView.IsMine || !controllable)
{
return;
}
if (shootingTimer > 0.0)
{
shootingTimer -= Time.deltaTime;
}
m_MovementInputValue = Input.GetAxis(m_MovementAxisName);
if (m_MovementInputValue == 0.0f)
{
m_MovementInputValue = joystick.Vertical;
}
m_TurnInputValue = Input.GetAxis(m_TurnAxisName);
if (m_TurnInputValue == 0.0f)
{
m_TurnInputValue = joystick.Horizontal;
}
Vector3 vector = new Vector3(
m_TurnInputValue,
rigidbody.velocity.y,
m_MovementInputValue
);
MovementVector = Quaternion.AngleAxis(60, Vector3.up) * vector;
EngineAudio();
}
public void FixedUpdate()
{
if (!photonView.IsMine || !controllable)
{
return;
}
Move();
Turn();
}
private void Move()
{
// Adjust the position of the tank based on the player's input.
// Vector3 movement = transform.forward * m_MovementInputValue * m_Speed * Time.deltaTime;
// rigidbody.MovePosition(rigidbody.position + movement);
Vector3 movement = MovementVector * m_Speed * Time.deltaTime;
rigidbody.MovePosition(rigidbody.position + movement);
}
private void Turn()
{
// Adjust the rotation of the tank based on the player's input.
// float turn = m_TurnInputValue * m_TurnSpeed * Time.deltaTime;
// Quaternion turnRotation = Quaternion.Euler(0f, turn, 0f);
// rigidbody.MoveRotation(rigidbody.rotation * turnRotation);
if (m_TurnInputValue != 0.0f || m_MovementInputValue != 0.0f)
{
rigidbody.rotation = Quaternion.LookRotation(MovementVector);
}
}
Check to make sure the component (such as a rigidbody) is attached to the right object (gameobject - parent vs. child objects). Also, the fact that it is constantly rotating is curious... it makes me think it has something to do with the Time.DeltaTime, but I see that's only being applied to your Vector3 movement, and not in your rotation function... Just curious, what happens when you remove the Time.DeltaTime part from your movement Vector3?
I'm working on a third person controller and I'm trying to prevent movement when a raycast in front of the player hits something. Currently when the player collides with a block the blend tree is set to 0 so that it shows the Idle animation. In this case the player appears to be not moving, which it obviously isn't because it's colliding with something, but the input of the user is still there.
This is visible when the player presses the jump button, because the player moves in the direction the user was initially trying to move. In the player controller there is a part that prevents the user from moving after the jump button has been pressed during the length of the jump (Until the player is grounded again). What I'm trying to achieve is that when the user is moving against something and presses the jump button the player will just jump up and won't go in the direction the user was initially trying to go, even if there is no more collider or obstruction.
Something like if the raycast hits something the user won't be able to add movement in that direction, but is still able to turn the player away from the object and move in that direction as long as the raycast doesn't hit a collider.
I'm no c# wizard, so most of the code below comes from a tutorial. I can write a raycast myself, but have no clue how to write the rest of what I'm trying to achieve.
Edit: Current script
public RaycastHit _Hit;
public LayerMask _RaycastCollidableLayers; //Set this in inspector, makes you able to say which layers should be collided with and which not.
public float _CheckDistance = 5f;
void Update()
{
PushStates();
// Input
Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
Vector2 inputDir = input.normalized;
bool running = Input.GetButton("Run");
if (IsNotBlocked())
{
Move(inputDir, running);
}
float animationSpeedPercent = ((running) ? currentSpeed / runSpeed : currentSpeed / walkSpeed * .5f);
anim.SetFloat("speedPercent", animationSpeedPercent, speedSmoothTime, Time.deltaTime);
anim.SetFloat("speedPercentPush", animationSpeedPercent, speedSmoothTime, Time.deltaTime);
// Check if walking or running
if (animationSpeedPercent < 0.51f)
{
if (ShortJumpRaycast())
{
if (Input.GetButtonDown("Jump") && Time.time > canJump)
{
ShortJump();
}
}
else
{
if (Input.GetButtonDown("Jump") && Time.time > canJump)
{
JumpWalk();
}
}
}
else
{
//Debug.Log("You are Running");
if (Input.GetButtonDown("Jump") && Time.time > canJump)
{
JumpRun();
}
}
JumpCheck();
}
void Move(Vector2 inputDir, bool running)
{
if (inputDir != Vector2.zero)
{
float targetRotation = Mathf.Atan2(inputDir.x, inputDir.y) * Mathf.Rad2Deg + cameraT.eulerAngles.y;
transform.eulerAngles = Vector3.up * Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref turnSmoothVelocity, GetModifiedSmoothTime(turnSmoothTime));
}
float targetSpeed = ((running) ? runSpeed : walkSpeed) * inputDir.magnitude;
currentSpeed = Mathf.SmoothDamp(currentSpeed, targetSpeed, ref speedSmoothVelocity, GetModifiedSmoothTime(speedSmoothTime));
velocityY += Time.deltaTime * gravity;
Vector3 velocity = transform.forward * currentSpeed + Vector3.up * velocityY;
controller.Move(velocity * Time.deltaTime);
currentSpeed = new Vector2(controller.velocity.x, controller.velocity.z).magnitude;
// Checks if player is not grounded and is falling
if (GroundCheck())
{
velocityY = 0;
anim.SetBool("onAir", false);
}
else
{
anim.SetBool("onAir", true);
}
}
bool IsNotBlocked()
{
Vector3 forward = transform.TransformDirection(Vector3.forward);
if (Physics.Raycast(transform.position, forward, out _Hit, _CheckDistance + 0.1f, _RaycastCollidableLayers))
if (_Hit.collider == null)
{
Debug.Log("Raycast hit nothing");
return true;
}
GameObject go = _Hit.collider.gameObject;
if (go == null) //If no object hit, nothing is blocked.
return true;
else //An object was hit.
return false;
}
Directly before move you can raycast in the direction of the movement and if it hits something you can cancel movement.
Something like:
Vector3 velocity = transform.forward * currentSpeed + Vector3.up * velocityY;
if(!Physics.Raycast(transform.position, transform.forward, distance)
{
controller.Move(velocity * Time.deltaTime);
}
else
{
controller.Move(Vector3.up * velocityY * Time.deltaTime);
}
Something like if the raycast hits something the user won't be able to add movement in that direction
Here is an example of how you can perform a raycast to check whether something was hit or not.
//Example raycast code
//Variables
public RayCastHit _Hit;
public LayerMask _RaycastCollidableLayers; //Set this in inspector, makes you able to say which layers should be collided with and which not.
public float _CheckDistance = 5f;
//Method
bool IsNotBlocked(){
Vector3 forward = transform.TransformDirection(Vector3.forward);
if (Physics.Raycast(transform.position, forward, out _Hit, _CheckDistance + 0.1f, _RaycastCollidableLayers))
if (_Hit.collider == null)
{
Debug.Log("Raycast hit nothing");
return true;
}
GameObject go = _Hit.collider.gameObject;
if (go == null) //If no object hit, nothing is blocked.
return true;
else //An object was hit.
return false;
}
Basically,
The length of the ray is CheckDistance.
RayCastCollidableLayers determines which layers an object can be in for it to be collidable with the ray we create.
The code sets a direction stored in "forward", a raycast is then performed from the transform.position (position of object this script is attached to) in direction Vector3.Forward.
_Hit saves whatever the raycast hits. An object can then be accessed through it and stored as a GameObject. I call this object 'go'.
Feel free to ask questions.
I'm new to Unity and have been following a tutorial on how to make a Captain Blaster 2D game, however I want to convert it to Android, I want to make the player controllable by dragging him across the screen with one finger and don't understand what's wrong with my code, anything helps, thanks
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class ShipControl : MonoBehaviour {
public float playerSpeed = 10f;
public GameControl gameController;
public GameObject bulletPrefab;
public float reloadTime = 1f;
private float elapsedTime = 0;
void Update()
{
elapsedTime += Time.deltaTime;
if (Input.touchCount >= 1)
{
foreach (Touch touch in Input.touches)
{
Ray ray = Camera.main.ScreenPointToRay (touch.position);
RaycastHit hit;
if (Physics.Raycast (ray, out hit, 100)) {
}
}
if (elapsedTime > reloadTime)
{
Vector3 spawnPos = transform.position;
spawnPos += new Vector3 (0, 1.2f, 0);
Instantiate (bulletPrefab, spawnPos, Quaternion.identity);
elapsedTime = 0f;
}
}
}
void OnTriggerEnter2D(Collider2D other)
{
gameController.PlayerDied ();
}
}
What I would do is add a bool called "dragging" and after you check if Raycast hit anything you also check if hit object is the player GameObject.
If it is then as long as user is not releasing the touch - make player's rigidbody move towards the touch position (so if there are any obstacles it simply doesn't move right through them).
Code would probably look like this (you should also add some timer to check if player released touch and set dragging bool to false):
public float playerSpeed = 10f;
public GameControl gameController;
public GameObject bulletPrefab;
public float reloadTime = 1f;
private float elapsedTime = 0;
private bool dragging = false;
void Update()
{
if (Input.touchCount >= 1)
{
foreach (Touch touch in Input.touches)
{
Ray ray = Camera.main.ScreenPointToRay (touch.position);
RaycastHit hit;
if (Physics.Raycast (ray, out hit, 100))
{
if(hit.collider.tag == "Player") // check if hit collider has Player tag
{
dragging = true;
}
}
if(dragging)
{
//First rotate the player towards the touch (should do some checks if it's not too close so it doesn't glitch out)
Vector3 _dir = Camera.main.ScreenToWorldPoint(touch.position) - transform.position;
_dir.Normalize();
float _rotZ = Mathf.Atan2(_dir.y, _dir.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.Euler(0f, 0f, _rotZ - 90);
//Move towards the touch
transform.GetComponent<Rigidbody>().AddRelativeForce(direction.normalized * playerSpeed, ForceMode.Force);
}
}
}
}
on scene I have 3 balls with Ball.cs script attached to each of them. And when I push ball with mouse all balls start moving, but I need that only one that I touch moves.
Here is my FixedUpdate:
void FixedUpdate() {
if(!isMoving) {
if (Input.GetMouseButtonDown (0)) {
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 100)) {
if(hit.collider.tag == "Ball") {
startPos = hit.point;
}
}
}
if (startPos != Vector3.zero && Input.GetMouseButtonUp(0)) {
endPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector3 direction = endPos - startPos;
direction.Normalize();
float distance = Vector3.Distance(endPos, startPos);
rigidbody.AddForce(direction * distance * force * Time.deltaTime, ForceMode.Impulse);
isMoving = true;
}
} else {
if(rigidbody.velocity.sqrMagnitude == 0) {
isMoving = false;
startPos = endPos = Vector3.zero;
}
}
}
Like Nick Udell already mentioned, your comparison of the tag is the source of your problem. All three balls are executing the same script at nearly the same time. So if you click on of the balls, all three scripts will cast a ray at your mouse position and check if they hit a ball. Guess what? All of them hit a ball but not the ball they belong to.
You need to check if they are hitting the collider attached to their GameObject
if (hit.collider == collider) {
// do stuff
}