i want to make a simple script that when u clicked the screen the ball in the game will move (20000 * Time.deltaTime) to the right, and then if i'll click again, it will move to the left side and then right and so on.
I managed to get the ball to move to the right, but i need it to wait after the animation is finish because i need to check if the player clicked again (if he did i need to check to what direction to move the ball).
I tried many methods i found online like checking if Rigidbody.velocity.magnitude == 0.0f that means the ball is not moving..
public Rigidbody rb;
public Transform PlayerPosition;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetMouseButtonDown(0))
{
rb.AddForce(20000 * Time.deltaTime, 0, 0); // moving ball to the right
while (rb.velocity.magnitude != 0.0f) // I tried to check until the ball is not moving
{
}
Debug.Log(PlayerPosition.position.x);
}
}
And here is my latest try:
void Update()
{
if (Input.GetMouseButtonDown(0))
{
rb.AddForce(20000 * Time.deltaTime, 0, 0); // moving ball to the right
if(rb.velocity.magnitude < 0.05f) // if i click the ball it just prints it and not wating for the ball to not move
{
Debug.Log(PlayerPosition.position.x);
}
}
}
I expected the output to wait until the animation is finished but instead, its printing the vaule(x) the moment i click the mouse.
Edit
You need to check if your animation is still playing. You are checking only if your velocity is greater than 0.05f, which is correctly printing out the statement.
Use Animation.IsPlaying(string name). One caveat is that this method will return false for the same frame of Update that it was invoked, since the animation hasn't technically started until afterward.
void Update()
{
if (!rb.velocity.magnitude <= 0.01f && !Animation.IsPlaying(nameOfAnimation))
{
Debug.Log("We're not moving and the animation is not playing");
}
}
Original
You should not need to use while in your Update method.
Use an if statement inside of your Update
void Update()
{
if (rb.velocity.magnitude > 0.01f) Debug.Log("We're moving!");
}
First
rb.velocity.magnitude != 0.0f
will almost allways be true due to single precision floatong point : Two float values even if they seem to be equal logical are most likely not.
So you can either use a threshold how you tried already
if(rb.velocity.magnitude <= 0.5f)
or use Mathf.Approximately which uses a very small Epsilon or threshold for the comparing
if(Mathf.Approximately(rb.velocity.magintude, 0))
Than it sounds like you want to wait until the ball has stopped moving and than output the position - like e.g. for a billard game. So actually there seems to be no Animation involved.
In most cases where you think/speek of of an "animation" you actually mean "doing something over time" not to confuse with using an Animator or Animation component with AnimationClips in Unity.
You can/should use a Coroutine for that:
public Rigidbody rb;
public Transform PlayerPosition;
// a flag to make sure there is only one animation at a time
private bool isMoving;
// a flag for altering between left and right movement
private bool isMovingRight;
// Update is called once per frame
void Update()
{
// only allow clicks while not moving already
if (!isMoving && Input.GetMouseButtonDown(0))
{
// stop further input until not moving anymore
isMoving = true;
// add the force
// (you might btw want to skip that Time.deltaTime here it makes no sense)
rb.AddForce(isMovingRight ? 20000 : -20000 * Time.deltaTime, 0, 0);
// alter the direction for the next call
isMovingRight = !isMovingRight;
// if you rather want to be able to interrupt the current animation by clicking again
// remove the isMoving flag and instead use this
//StopCoroutine(WaitForMoveStops());
// Start the routine
StartCoroutine(WaitForMoveStops());
}
}
private IEnumerator WaitForMoveStops()
{
// Inside a Coroutine while is okey now
// as long as you yield somwhere
// check if velocity is below threshold
while (!Mathf.Approximately(rb.velocity.magnitude, 0)
{
// yield in simple words means "leave" this method here, render the frame
// and than continue from here in the next frame
yield return null;
}
// I would now hard reset the velocity just to be sure
rb.velocity = Vector3.zero;
Debug.Log(PlayerPosition.position.x);
// whatever you want to do now
// reset the flag to allow input again
isMoving = false;
}
I think you want to move it if it's stopped, then call AddForce only when it's idle:
var wasMovingLastTime = false;
void Update()
{
var isMoving = rb.velocity.magnitude > 0f;
if (wasMovingLastTime && !isMoving)
{
/// Has just finished moving
Debug.Log(PlayerPosition.position.x);
}
if (Input.GetMouseButtonDown(0))
{
if (!isMoving)
{
rb.AddForce(20000 * Time.deltaTime, 0, 0);
}
}
wasMovingLastTime = isMoving;
}
Related
So I'm new to Csharp, and I am working on this script for a game. It's a 2D game. Ive already assigned jump movement to the game, however, I'm stuck on fixing the movement along the x axis.
I'd really appreciate your help.
using UnityEngine;
// this code uses physics to make player jump
public class Movement2d : MonoBehaviour
{
private bool jumpKeyWasPressed;
private bool movementRight;
private CharacterController characterController;
private Rigidbody2D rigidbodyComponent;
private Vector3 moveSpeed;
// Start is called before the first frame update
void Start()
{
rigidbodyComponent = GetComponent<Rigidbody2D>();
characterController = GetComponent<CharacterController>();
}
// Update is called once per frame
void Update()
{
//Check if space key is pressed down
if (Input.GetKeyDown(KeyCode.Space))
{
jumpKeyWasPressed = true;
}
if (Input.GetKeyDown(KeyCode.RightArrow))
{
movementRight = true;
}
}
private void FixedUpdate()
{
if (jumpKeyWasPressed)
{
//jump action assigned to space key
rigidbodyComponent.AddForce(new Vector2(0, 10), ForceMode2D.Impulse);
jumpKeyWasPressed = false;
}
if (movementRight)
{
//moving right assigned to right arrow
Rigidbody.MovePosition();
}
}
}
If you're using RigidBody.MovePosition, you'll want to move the player according to your speed and the time elapsed since the last frame (to account for frame stutters).
Assuming your horizontal speed is stored in the x-coordinate of your speed vector, you'll want to write:
rigidBodyComponent.MovePosition(new Vector2(moveSpeed.x * Time.deltaTime, 0));
To perform left movement, use the same code, but use -moveSpeed.x instead. In both cases, don't forget to set the movement bool to false afterwards.
Keep in mind, however, that using RigidBody.MovePosition could cause your character to go through walls at high speeds. Consider using RigidBody.AddForce() as you did for jumping if you want to avoid that.
Sources:
https://docs.unity3d.com/ScriptReference/Rigidbody2D.MovePosition.html
https://docs.unity3d.com/ScriptReference/Rigidbody2D.AddForce.html
I am learning Unity from a Swift SpriteKit background where moving a sprite's x Position is as straight forward as an running an action as below:
let moveLeft = SKAction.moveToX(self.frame.width/5, duration: 1.0)
let delayAction = SKAction.waitForDuration(1.0)
let handSequence = SKAction.sequence([delayAction, moveLeft])
sprite.runAction(handSequence)
I would like to know an equivalent or similar way of moving a sprite to a specific position for a specific duration (say, a second) with a delay that doesn't have to be called in the update function.
gjttt1's answer is close but is missing important functions and the use of WaitForSeconds() for moving GameObject is unacceptable. You should use combination of Lerp, Coroutine and Time.deltaTime. You must understand these stuff to be able to do animation from Script in Unity.
public GameObject objectectA;
public GameObject objectectB;
void Start()
{
StartCoroutine(moveToX(objectectA.transform, objectectB.transform.position, 1.0f));
}
bool isMoving = false;
IEnumerator moveToX(Transform fromPosition, Vector3 toPosition, float duration)
{
//Make sure there is only one instance of this function running
if (isMoving)
{
yield break; ///exit if this is still running
}
isMoving = true;
float counter = 0;
//Get the current position of the object to be moved
Vector3 startPos = fromPosition.position;
while (counter < duration)
{
counter += Time.deltaTime;
fromPosition.position = Vector3.Lerp(startPos, toPosition, counter / duration);
yield return null;
}
isMoving = false;
}
Similar Question: SKAction.scaleXTo
The answer of git1 is good but there is another solution if you do not want to use couritines.
You can use InvokeRepeating to repeatedly trigger a function.
float duration; //duration of movement
float durationTime; //this will be the value used to check if Time.time passed the current duration set
void Start()
{
StartMovement();
}
void StartMovement()
{
InvokeRepeating("MovementFunction", Time.deltaTime, Time.deltaTime); //Time.deltaTime is the time passed between two frames
durationTime = Time.time + duration; //This is how long the invoke will repeat
}
void MovementFunction()
{
if(durationTime > Time.time)
{
//Movement
}
else
{
CancelInvoke("MovementFunction"); //Stop the invoking of this function
return;
}
}
You can use co-routines to do this. To do this, create a function that returns type IEnumerator and include a loop to do what you want:
private IEnumerator foo()
{
while(yourCondition) //for example check if two seconds has passed
{
//move the player on a per frame basis.
yeild return null;
}
}
Then you can call it by using StartCoroutine(foo())
This calls the function every frame but it picks up where it left off last time. So in this example it stops at yield return null on one frame and then starts again on the next: thus it repeats the code in the while loop every frame.
If you want to pause for a certain amount of time then you can use yield return WaitForSeconds(3) to wait for 3 seconds. You can also yield return other co-routines! This means the current routine will pause and run a second coroutine and then pick up again once the second co-routine has finished.
I recommend checking the docs as they do a far superior job of explaining this than I could here
I'm trying to implement cooldowns in my project in Unity, while this code seems to make sense, it doesn't work. The code that's posted is an all-around basic movement script.
I tried doing something with a cooldown -=time.deltatime, but that didn't seem to work. I've been trying several methods, but none seem to work.
The code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MovementScript : MonoBehaviour
{
public float cooldown = 0;
public float actualcooldown = 3f;
public bool isCooldown = false;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKey(KeyCode.R))
{
GetComponent<Renderer>().material.color = Color.red;
}
if (Input.GetKey(KeyCode.G))
{
GetComponent<Renderer>().material.color = Color.green;
}
if (Input.GetKey(KeyCode.B))
{
GetComponent<Renderer>().material.color = Color.blue;
}
if (Input.GetKey(KeyCode.D))
{
transform.Translate(6f * Time.deltaTime, 0, 0);
}
if (Input.GetKey(KeyCode.A))
{
transform.Translate(-6f * Time.deltaTime, 0, 0);
}
if (Input.GetKeyDown(KeyCode.Space) && cooldown <= 0) {
transform.Translate(0f, 20f * Time.deltaTime, 0f);
isCooldown = true;
while (isCooldown == true)
{
coolDownhappening();
}
}
}
public void coolDownhappening()
{
cooldown = actualcooldown;
cooldown -= Time.deltaTime;
if (cooldown <= 0)
{
cooldown = 0;
}
}
}
You do
while (isCooldown == true)
{
coolDownhappening();
}
But you never change isCoolddown anywhere!
Also as was already mentioned in the comments you do not want to use while in the Update method at all, at least not in this usecase! This will freeze the entire mainthread for the given cooldown time - or in your case forever!
There are a lot of other issues in your code so let's go step by step:
Input.GetKey is true every frame while they given key is pressed. However, it makes no sense and only causes unecessary overhead to repeatedly set the materials color to the same value as long as a button stays pressed. What you rather want to do is apply it once.
→ rather use Input.GetKeyDown for these!
GetComponent is a quite expensive call. You should not repeadedly use GetComponent<Renderer>() but rather store the reference once and re-use it later
// most efficient is always to already reference this via the Inspector
[SerializeField] private Renderer _renderer;
// alternatively get it on runtime
private void Awake()
{
if(!_renderer) _rednerer = GetComponent<Renderer>();
}
and then later use
private void Update()
{
if(Input.GetKeyDown(KeyCode.R))
{
_renderer.material.color = Color.red;
}
...
}
Your moving part is actually fine. To make it slightly more readable I would however actually rather do something like
if (Input.GetKey(KeyCode.D))
{
transform.Translate(Vector3.right * 6f * Time.deltaTime);
}
else if (Input.GetKey(KeyCode.D))
{
transform.Translate(Vector3.left * 6f * Time.deltaTime);
}
also note the else here. Depends on your needs of course but usually you want contrary buttons exclusive.
Finally to the real deal: You actually want to have a jump method with a cooldown here.
First here you did it the other way round: Input.GetKeyDown is called only exactly once namely in the frame when the key went down. So your object "jumps" 20 * 1/FPS which for 60 FPS is always about 0.33. You probably rather wanted to move a certain distance upwards over multiple frames. After a certain height is reached, activate a cooldown.
As mentioned in the comments one can do this in Update using a timer but usually this makes the code a bit messy. Rather use a Coroutine:
private bool _canJump;
private void Update()
{
...
// _canJump is cheaper to check so check it first
if (_canJump && Input.GetKeyDown(KeyCode.Space))
{
StartCoroutine(JumpRoutine());
}
}
private IEnumerator JumpRoutine()
{
// avoid concurrent routines
if(!_canJump) yield break;
// disable jumping
_canJump = false;
// Now it really depends on what you actually want to do
// and how your object should move now
// you might e.g. want something like
var jumpedHeight = 0f;
while(jumpedHeight < 20f)
{
var jumpThisFrame = Vector3.up * 6f * Time.deltaTime;
transform.Translate(jumpThisFrame);
// important now! yield tells Unity to "pause" here,
// render this frame, and continue from here int he next frame
// without the yield statements this would again freeze your game until
// the exit condition is fulfilled!
yield return null;
}
// After reaching the target height this waits for 3 seconds but keeps on rendering meanwhile
yield return new WaitForSeconds(actualcooldown);
// after the cooldown allow next jump
_canJump = true;
}
public int power;
// Start is called before the first frame update
void Start()
{
player = GameObject.Find("Whyareyoulikethis");
while (Input.GetKey(KeyCode.Space))
{
power = power + 10;
}
// Places the ball at the player's current position.
transform.Translate(-player.transform.forward);
rb = GetComponent<Rigidbody>();
rb.AddForce(-player.transform.forward * power);
}
What this is meant to do is while the space key is held down, power will increase by 10. Unfortunately, this does absolutely nothing. When the ball is spawned, it simply just drops down with no force added whatsoever. I have also tried GetKeyUp and GetKeyDown as opposed to Getkey, but they made no difference to the final result. I have also tried this in an if statement under void Update(), but the same happened. As stupid as it was, I also tried it in its while statement under void Update() and crashed the engine as expected.
That while loop blocks your game until it is done. So as soon as you enter it you will never come out since the Input is not updated inside of your while loop.
Also it makes no sense in Start which is only called once when your GameObject is initialized and the space key won't be pressed there.
Move the check for Input.GetKey it to Update which is called every frame.
Than Cid's comment is correct and this will increase the power quite fast and frame dependent. You probably want to increase rather with a frame-independent 60/second so rather use Time.deltaTime
in this case power should be a float instead
Than it depends where the rest should be executed but I guess e.g. at button up
public float power;
private void Start()
{
player = GameObject.Find("Whyareyoulikethis");
rb = GetComponent<Rigidbody>();
}
private void Update()
{
if(Input.GetKey(KeyCode.Space))
{
power += 10 * Time.deltaTime;
}
if(Input.GetKeyUp(KeyCode.Space))
{
// Places the ball at the player's current position
transform.position = player.transform.position;
// you don't want to translate it but set it to the players position here
// rather than using addforce you seem to simply want to set a certain velocity
// though I don't understand why you shoot backwards...
rb.velocity = -player.transform.forward * power;
}
}
I am learning Unity from a Swift SpriteKit background where moving a sprite's x Position is as straight forward as an running an action as below:
let moveLeft = SKAction.moveToX(self.frame.width/5, duration: 1.0)
let delayAction = SKAction.waitForDuration(1.0)
let handSequence = SKAction.sequence([delayAction, moveLeft])
sprite.runAction(handSequence)
I would like to know an equivalent or similar way of moving a sprite to a specific position for a specific duration (say, a second) with a delay that doesn't have to be called in the update function.
gjttt1's answer is close but is missing important functions and the use of WaitForSeconds() for moving GameObject is unacceptable. You should use combination of Lerp, Coroutine and Time.deltaTime. You must understand these stuff to be able to do animation from Script in Unity.
public GameObject objectectA;
public GameObject objectectB;
void Start()
{
StartCoroutine(moveToX(objectectA.transform, objectectB.transform.position, 1.0f));
}
bool isMoving = false;
IEnumerator moveToX(Transform fromPosition, Vector3 toPosition, float duration)
{
//Make sure there is only one instance of this function running
if (isMoving)
{
yield break; ///exit if this is still running
}
isMoving = true;
float counter = 0;
//Get the current position of the object to be moved
Vector3 startPos = fromPosition.position;
while (counter < duration)
{
counter += Time.deltaTime;
fromPosition.position = Vector3.Lerp(startPos, toPosition, counter / duration);
yield return null;
}
isMoving = false;
}
Similar Question: SKAction.scaleXTo
The answer of git1 is good but there is another solution if you do not want to use couritines.
You can use InvokeRepeating to repeatedly trigger a function.
float duration; //duration of movement
float durationTime; //this will be the value used to check if Time.time passed the current duration set
void Start()
{
StartMovement();
}
void StartMovement()
{
InvokeRepeating("MovementFunction", Time.deltaTime, Time.deltaTime); //Time.deltaTime is the time passed between two frames
durationTime = Time.time + duration; //This is how long the invoke will repeat
}
void MovementFunction()
{
if(durationTime > Time.time)
{
//Movement
}
else
{
CancelInvoke("MovementFunction"); //Stop the invoking of this function
return;
}
}
You can use co-routines to do this. To do this, create a function that returns type IEnumerator and include a loop to do what you want:
private IEnumerator foo()
{
while(yourCondition) //for example check if two seconds has passed
{
//move the player on a per frame basis.
yeild return null;
}
}
Then you can call it by using StartCoroutine(foo())
This calls the function every frame but it picks up where it left off last time. So in this example it stops at yield return null on one frame and then starts again on the next: thus it repeats the code in the while loop every frame.
If you want to pause for a certain amount of time then you can use yield return WaitForSeconds(3) to wait for 3 seconds. You can also yield return other co-routines! This means the current routine will pause and run a second coroutine and then pick up again once the second co-routine has finished.
I recommend checking the docs as they do a far superior job of explaining this than I could here