Player is no longer moving left - c#

Wanted to flip the firePoint and now the player is no longer moving left.
void Update()
{
float h = Input.GetAxis("Horizontal");
transform.Translate(Vector3.right * h * movSpeed * Time.deltaTime);
if (h > 0 && !facingRight)
{
Flip();
}
else if (h < 0 && facingRight)
{
Flip();
}
}
private void Flip()
{
facingRight = !facingRight;
transform.Rotate(0f, 180f, 0f);
}

Transform.Translate moves in a coordinate space relative to the object if you don't use its second parameter. Since you're flipping it, you're always moving the same direction. The linked documentation states:
If relativeTo is left out or set to Space.Self the movement is applied
relative to the transform's local axes.
You want to use Space.World as the second argument (default is Space.Self):
transform.Translate(Vector3.right * h * movSpeed * Time.deltaTime, Space.World);

Related

In-game Dash not consistent, I think effected by velocity

I'm working on a 3D fps, and want a dash. The player uses a character controller, and no rigidbody. My original implementation:
x = Input.GetAxis("Horizontal"); //just gets ur wasd inputs by default
z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z; //creates a movement vector
controller.Move(move * speed * Time.deltaTime); //moves the player
if (currentDashLength < dashLength ) //dashes for a set time period
{
currentDashLength += Time.deltaTime;
velocity.y = 0; //keeps you up in the air
controller.Move(move * Time.deltaTime * dashSpeed);
}
else
{
currentDashLength = dashLength;
isDashing = false;
}
if (Input.GetKeyDown(KeyCode.LeftShift) && dashTimer >= 1 && !isCrouching)
{
isDashing = true;
dashTimer -= 1;
currentDashLength = 0f;
health.GiveIFrames(dashLength);
}
This dash works fine, but I realized that if you had pressed shift right after starting to move, the dash would be significantly weaker. I assumed this was due to the fact that my current velocity was low, so the acceleration from the Move function didn't make me reach the speed I would when already moving at terminal velocity. I tried to fix this by multiplying the Move function inputs by 1/(the horizontal velocity of the player) but this didn't fix the issue. My full dashing code:
float dispX = transform.position.x - posX; //gets chnage in position since last frame, this is important to caluclate velocity, since the player isnt using a rigidbody
float dispY = transform.position.y - posY;
float dispZ = transform.position.z - posZ;
posX = transform.position.x;
posY = transform.position.y;
posZ = transform.position.z;
float horizontalVelocity = Mathf.Sqrt(dispX*dispX + dispZ*dispZ) / Time.deltaTime;
x = Input.GetAxis("Horizontal"); //just gets ur wasd inputs by default
z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z; //creates a movement vector
controller.Move(move * speed * Time.deltaTime); //moves the player
if (currentDashLength < dashLength )
{
currentDashLength += Time.deltaTime;
velocity.y = 0;
if(horizontalVelocity == 0)
{
Debug.Log("Cannot dash while standing still");
}
else
{
controller.Move(move * Time.deltaTime * dashSpeed * (1 / horizontalVelocity));
}
}
else
{
currentDashLength = dashLength;
isDashing = false;
}
if (Input.GetKeyDown(KeyCode.LeftShift) && dashTimer >= 1 && !isCrouching)
{
isDashing = true;
dashTimer -= 1;
currentDashLength = 0f;
health.GiveIFrames(dashLength);
}
How would I go about ensuring that the dash speed is constant?
(I tried to post this on unity answers, but the website isn't responding to me)
To get the desired behaviour I have re-written your original script by quite a lot, hope that is okay! This code only give you movement and dash control, and nothing else. You'll have to add your crouch check and health stuff back in.
Essentially, we check if the player is dashing before applying any movement, this way we don't add the dash to the current movement. If the player is dashing, we ignore their forward input and apply forward movement based on the predetermined dash. If we aren't dashing then we apply the calculated movement as usual.
private CharacterController controller;
public float speed = 10.0f;
public float dashSpeed = 20.0f;
public float dashLength = 0.5f;
private float currentDashLength = 0;
private bool isDashing = false;
private void Start()
{
controller = GetComponent<CharacterController>();
}
private void Update()
{
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
// Same as before
Vector3 move = new Vector3(x, 0, z);
// gets the move direction
// before we move, check if dashing
if (isDashing)
{
currentDashLength += Time.deltaTime;
move = new Vector3(move.x * dashSpeed, move.y, 1 * dashSpeed);
// this gets the current player movement, and replaces the forward velocity rather than adding to it. We add to the sideways velocity to allow for slight directional control.
// do this instead if you want the dash to only move the player in the forward direction, and prevent strafing: move = new Vector3(move.x, move.y, 1 * dashSpeed);
if (currentDashLength >= dashLength) // when we run out of time, set dash to false
{
isDashing = false;
}
}
else // if we are not dashing then move as normal
{
move *= speed;
if (Input.GetKeyDown(KeyCode.LeftShift) && move.magnitude > 0) // stops the dash ability being used when stationary
{
isDashing = true;
currentDashLength = 0;
}
}
controller.Move(move * Time.deltaTime);
}
float dispX = transform.position.x - posX;
float dispY = transform.position.y - posY;
float dispZ = transform.position.z - posZ;
posX = transform.position.x;
posY = transform.position.y;
posZ = transform.position.z;
float horizontalVelocity = Mathf.Sqrt(dispX*dispX + dispZ*dispZ) / Time.deltaTime;
x = Input.GetAxis("Horizontal");
z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speed * Time.deltaTime);
if (currentDashLength < dashLength )
{
currentDashLength += Time.deltaTime;
velocity.y = 0;
Vector3 dashMove = move * Time.deltaTime * dashSpeed; // Calculates the dash movement vector
// Move the player based on the dash movement vector
controller.Move(dashMove);
}
else
{
currentDashLength = dashLength;
isDashing = false;
}
if (Input.GetKeyDown(KeyCode.LeftShift) && dashTimer >= 1 && !isCrouching)
{
isDashing = true;
dashTimer -= 1;
currentDashLength = 0f;
health.GiveIFrames(dashLength);
}
By calculating the dash movement vector independently from the player's horizontal velocity, you can ensure that the dash speed remains constant regardless of whether the player is moving before dashing or not.
I think this is what you were trying to achieve? Hope it helps!

my character is falling through the floor

I'm not sure why my character is falling through the floor.
My Rigidbody: has use gravity, no kinematic and Continuous Detection is set to Continuous.
My character is in the sky but the isgrounded bool ticks to true when it touches the floor but falls through anyways
My cube which is my floor has a box collider
void Update()
{
Move();
isGrounded = Physics.CheckSphere(GroundCheck.position, groundRadius, (int)whatisGround);
if (isGrounded == true)
{
velocity.y = -1f;
if (Input.GetKeyDown(KeyCode.Space))
{
velocity.y = JumpForce;
}
}
else
{
velocity.y -= Gravity * -2f * Time.deltaTime;
}
}
void Move()
{
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;
if (direction.magnitude >= 0.1f)
{
float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + playerCamera.eulerAngles.y;
float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
transform.rotation = Quaternion.Euler(0f, angle, 0f);
Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
controller.Move(moveDir.normalized * speed * Time.deltaTime);
}
}
}
Looks like your code tests for the isgrounded value, and if it is true, changes the vertical velocity to -1, which is down. Since you don't tell it to zero it's vertical speed, and I assume it has no collider, it keeps falling down.
You need to either use a collider or, if isgrounded is true, set the y velocity to 0.

How can I limit the rotation on the Y axis so that the player can't continuously spin the camera in Unity

I have an upcoming project that I have to present on Monday and this is the last bug I have to resolve. It would be nice if someone could help me out, and could teach me how to apply an axis limiter, thanks in advance everyone.
The issue is that the camera can spin 360 degrees
Below is my current code that controls the camera
public float sensitivity = 30.0f;
private GameObject cam;
float rotX, rotY;
private void Start()
{
sensitivity = sensitivity * 1.5f;
Cursor.visible = false; // For convenience
}
private void Update()
{
rotX = Input.GetAxis("Mouse X") * sensitivity;
rotY = Input.GetAxis("Mouse Y") * sensitivity;
//Apply rotations
CameraRotation(cam, rotX, rotY);
}
private void CameraRotation(GameObject cam, float rotX, float rotY)
{
//Rotate the player horizontally
transform.Rotate(0, rotX * Time.deltaTime, 0);
//Rotate the players view vertically
cam.transform.Rotate(-rotY * Time.deltaTime, 0, 0);
}
Adding logical clamping to this makes it quite a bit clearer to read through, this method clamps the vertical rotation between 60 and -60 degrees, the comments should help in modifying it if you need
I ended up jumping into Unity to test it this time, instead of going off the top of my head
void CameraRotation(GameObject cam, float rotX, float rotY)
{
//Rotate the player horizontally
transform.Rotate(0, rotX * Time.deltaTime, 0);
//Rotate the players view vertically
cam.transform.Rotate(-rotY * Time.deltaTime, 0, 0);
//Grab current rotation in degrees
Vector3 currentRot = cam.transform.localRotation.eulerAngles;
//If (x-axis > (degreesUp*2) && x-axis < (360-degreesUp))
if (currentRot.x > 120 && currentRot.x < 300) currentRot.x = 300;
//else if (x-axis < (degreesDown*2) && x-axis > (degreesDown))
else if (currentRot.x < 120 && currentRot.x > 60) currentRot.x = 60;
//Set clamped rotation
cam.transform.localRotation = Quaternion.Euler(currentRot);
}
Goodluck with the project

Unity3D Move Camera with mouse on HORIZONTAL axis [duplicate]

I have a main camera in Unity3D that I want to rotate depending on mouse input, so it works as a first person video-game where you move the mouse depending on where do you want to look at.
The starting values of the camera (Transform tab in Inspector tab in Unity) are:
Position: X = -1, Y = 1, Z = -11.
Rotation: X = 0, Y = 0, Z = 0.
Scale: X = 1, Y = 1, Z = 1.
I added a Script component for the Main Camera. And it is the following class:
using UnityEngine;
using System.Collections;
public class CameraMove : MonoBehaviour {
float deltaRotation = 50f;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if(Input.GetAxis("Mouse X") < 0){
//Code for action on mouse moving left
transform.Rotate (new Vector3 (0f, -deltaRotation, 0f) * Time.deltaTime);
}
else if(Input.GetAxis("Mouse X") > 0){
//Code for action on mouse moving right
transform.Rotate (new Vector3 (0f, deltaRotation, 0f) * Time.deltaTime);
}
if(Input.GetAxis("Mouse Y") < 0){
//Code for action on mouse moving left
transform.Rotate (new Vector3 (deltaRotation, 0f, 0f) * Time.deltaTime);
}
else if(Input.GetAxis("Mouse Y") > 0){
//Code for action on mouse moving right
transform.Rotate (new Vector3 (-deltaRotation, 0f, 0f) * Time.deltaTime);
}
}
}
However, when I play the scene the camera doesn't rotate like it should. The values of the rotation change in x-axis, y-axis and even for z-axis.
What am I doing wrong?
That's a problem with how Quaternion is calculated. This happens when multiple axis are being modified. If you comment all the x rotation or the y rotation, and only rotate in one axis at a time, you will realize that this problem will go away.
To properly rotate your camera with the mouse input, use the eulerAngles or localEulerAngles variables. The option between these two depends on what you are doing.
public float xMoveThreshold = 1000.0f;
public float yMoveThreshold = 1000.0f;
public float yMaxLimit = 45.0f;
public float yMinLimit = -45.0f;
float yRotCounter = 0.0f;
float xRotCounter = 0.0f;
// Update is called once per frame
void Update()
{
xRotCounter += Input.GetAxis("Mouse X") * xMoveThreshold * Time.deltaTime;
yRotCounter += Input.GetAxis("Mouse Y") * yMoveThreshold * Time.deltaTime;
yRotCounter = Mathf.Clamp(yRotCounter, yMinLimit, yMaxLimit);
transform.localEulerAngles = new Vector3(-yRotCounter, xRotCounter, 0);
}

When a cube is moving how can I make it so that it can't jump when it is in the air?

I have a cube that is on the scene and when you press one of the arrow keys it moves up and in the direction of the arrow key. When you click while the cube is already in the air it jumps again before it gets back to the ground. How do I make it so that the cube can't jump again until it is back on the ground? This is my code so far:
public class MovePlayer : MonoBehaviour {
Vector3 endPos;
Vector3 startPos;
bool jumping = false;
// Update is called once per frame
void Update () {
endPos = gameObject.transform.position;
startPos = gameObject.transform.position;
if (Input.GetButtonDown ("up") && gameObject.transform.position == endPos) {
transform.Translate(Vector3.up * 50 * Time.deltaTime, Space.World);
transform.Translate(Vector3.forward * 50 * Time.deltaTime, Space.World);
}
else if (Input.GetButtonDown ("down") && gameObject.transform.position == endPos) {
transform.Translate(Vector3.up * 50 * Time.deltaTime, Space.World);
transform.Translate(-Vector3.forward * 50 * Time.deltaTime, Space.World);
}
else if (Input.GetButtonDown ("left") && gameObject.transform.position == endPos) {
transform.Translate(Vector3.up * 50 * Time.deltaTime, Space.World);
transform.Translate(Vector3.left * 50 * Time.deltaTime, Space.World);
}
else if (Input.GetButtonDown ("right") && gameObject.transform.position == endPos) {
transform.Translate(Vector3.up * 50 * Time.deltaTime, Space.World);
transform.Translate(Vector3.right * 50 * Time.deltaTime, Space.World);
}
}
}
Make the Boolean jumping false if the player is in contact/colliding with the ground. If not make it true. Then add and check it with the jump input condition so true will not let jump and false will let jump.
For detecting ground use some code like below. Tag the ground as you want. Both player and ground will need collider component and at least one of them will need Rigidbody component attached.
void OnCollisionEnter (Collision other)
{
if (other.collider.tag == "ground_tag")
{
Jumping = false;
}
}
void OnCollisionExit (Collision other)
{
if (other.collider.tag == "ground_tag")
{
Jumping = true;
}
}
You may use raycast from your character's feet to the ground. And if that ray hits something - you are on the ground.
var origin = transform.position;
var onGround = Raycast(origin, Vector3.down, 1f);
Note that you need to cast a ray from your feet, so you will probably need to change origin value.
That approach is good as you can use layer masks, and a lot of other options.

Categories