I am new to unity and C# so would appreciate any help.
I have made my sprite jump which works fine, however, the only animation which will play is the landing animation. The takeoff animation won't play and the sprite stays in an idle position whilst jumping until the velocity goes below 0 then the landing animation plays.
What am I doing wrong? I am hoping to achieve a takeoff animation playing when the player jumps up and then move straight into a landing animation when it falls.
Here is my code:
using UnityEngine;
public class Player : MonoBehaviour
{
private Rigidbody2D myRigidbody;
private Animator myAnimator;
[SerializeField]
private float movementSpeed;
private bool facingRight;
private bool attack;
private bool slide;
[SerializeField]
private Transform[] groundPoints;
[SerializeField]
private float groundRadius;
[SerializeField]
private LayerMask whatIsGround;
private bool isGrounded;
private bool jump;
private bool airControl;
[SerializeField]
private float jumpForce;
// Use this for initialization
void Start()
{
facingRight = true;
myRigidbody = GetComponent<Rigidbody2D>();
myAnimator = GetComponent<Animator>();
}
void Update()
{
HandleInput();
}
// Update is called once per frame
void FixedUpdate()
{
float horizontal = Input.GetAxis("Horizontal");
HandleMovement(horizontal);
isGrounded = IsGrounded();
Flip(horizontal);
HandleAttacks();
HandleLayers();
ResetValues();
}
private void HandleMovement(float horizontal)
{
if (myRigidbody.velocity.y < 0)
{
myAnimator.SetBool("land", true);
}
if (!myAnimator.GetBool("slide") && !this.myAnimator.GetCurrentAnimatorStateInfo(0).IsTag("Attack")&&(isGrounded || airControl))
{
myRigidbody.velocity = new Vector2(horizontal * movementSpeed, myRigidbody.velocity.y);
}
if (isGrounded && jump)
{
isGrounded = false;
myRigidbody.AddForce(new Vector2(0, jumpForce));
myAnimator.SetTrigger("jump");
}
if (slide && !this.myAnimator.GetCurrentAnimatorStateInfo(0).IsName("Slide"))
{
myAnimator.SetBool("slide", true);
}
else if (!this.myAnimator.GetCurrentAnimatorStateInfo(0).IsName("Slide"))
{
myAnimator.SetBool("slide", false);
}
myAnimator.SetFloat("speed", Mathf.Abs(horizontal));
}
private void HandleAttacks()
{
if (attack && !this.myAnimator.GetCurrentAnimatorStateInfo(0).IsTag("Attack"))
{
myAnimator.SetTrigger("attack");
myRigidbody.velocity = Vector2.zero;
}
}
private void HandleInput()
{
if(Input.GetKeyDown(KeyCode.Space))
{
jump = true;
}
if (Input.GetKeyDown(KeyCode.LeftShift))
{
attack = true;
}
if (Input.GetKeyDown(KeyCode.LeftControl))
{
slide = true;
}
}
private void Flip(float horizontal)
{
if (horizontal > 0 && !facingRight || horizontal < 0 && facingRight)
{
facingRight = !facingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
private void ResetValues()
{
attack = false;
slide = false;
jump = false;
}
private bool IsGrounded()
{
if (myRigidbody.velocity.y <= 0)
{
foreach (Transform point in groundPoints)
{
Collider2D[] colliders = Physics2D.OverlapCircleAll(point.position, groundRadius, whatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
{
myAnimator.ResetTrigger("jump");
myAnimator.SetBool("land", false);
return true;
}
}
}
}
return false;
}
private void HandleLayers()
{
if (!isGrounded)
{
myAnimator.SetLayerWeight(1, 1);
}
else
{
myAnimator.SetLayerWeight(1, 0);
}
}
}
I think the way you have your animations set up is making this more challenging than necessary. Let's change some things that will hopefully make animating your character a little easier.
First, it is my opinion that using an animation trigger is unreliable when it comes to scripting jumping animations. A better approach is to create a float in your animator, which I have called velocityY, that represents the player's Rigidbody2D.velocity.y. I've also created a new bool called isGrounded, as I think this is clearer and more applicable to many "jump" scenarios.
Once these variables have been created you can link your three animations - idle, jump and land - in the following way:
Set the default animation to "idle".
Make a transition from "idle" to "jump" in which the conditions are:
velocityY > 0
isGrounded = false
Make a transition from "jump" to "land" with the conditions:
velocityY < 0
isGrounded = false
Make a transition from "land" to "idle" when isGrounded = true.
Finally, to animate your character when it falls (without jumping first), you can optionally make a transition from "idle" to "land" where:
velocityY < 0
isGrounded = false
Now to the code. Here's a working example that I tested in a project to achieve your desired results. Note that I did not include everything in your script, just the parts that let the character move and animate its jump correctly. Try using this script and playing around with the movement values, as well as the gravity multiplier on your player's Rigidbody2D component; the default values and a gravity multiplier of 3.5 felt fun to me!
using UnityEngine;
public class Player : MonoBehaviour
{
//Components on Player GameObject
private Rigidbody2D myRigidbody;
private Animator myAnimator;
//Movement variables
[SerializeField]
private float movementSpeed = 9; //Set default values so you don't always
[SerializeField] //have to remember to set them in the inspector
private float jumpForce = 15;
//Ground checking
[SerializeField]
private Transform groundPoint;
[SerializeField]
private float groundRadius = 0.1f;
[SerializeField]
private LayerMask whatIsGround;
private float velocityX;
private bool isGrounded;
private bool facingRight;
// Use this for initialization
private void Start()
{
facingRight = true;
myRigidbody = GetComponent<Rigidbody2D>();
myAnimator = GetComponent<Animator>();
}
private void Update()
{
Flip();
HandleInput();
HandleAnimations();
}
private void FixedUpdate()
{
HandleMovement(); //It's generally considered good practice to
//call physics-related methods in FixedUpdate
}
private void HandleAnimations()
{
if (!isGrounded)
{
myAnimator.SetBool("isGrounded", false);
//Set the animator velocity equal to 1 * the vertical direction in which the player is moving
myAnimator.SetFloat("velocityY", 1 * Mathf.Sign(myRigidbody.velocity.y));
}
if (isGrounded)
{
myAnimator.SetBool("isGrounded", true);
myAnimator.SetFloat("velocityY", 0);
}
}
private void HandleMovement()
{
isGrounded = Physics2D.OverlapCircle(groundPoint.position, groundRadius, whatIsGround);
velocityX = Input.GetAxis("Horizontal");
myRigidbody.velocity = new Vector2(velocityX * movementSpeed , myRigidbody.velocity.y);
}
private void HandleInput()
{
if (Input.GetKeyDown(KeyCode.Space))
{
Jump();
}
}
private void Jump()
{
if (isGrounded)
{ //ForceMode2D.Impulse is useful if Jump() is called using GetKeyDown
myRigidbody.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);
}
else
{
return;
}
}
private void Flip()
{
if (velocityX > 0 && !facingRight || velocityX < 0 && facingRight)
{
facingRight = !facingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
}
I also took some time to reorganize your code. You don't necessarily need to concern yourself with too much organization right now, but I thought it might interest you since you're still learning.
As you can see, each method in the script handles a concrete task. For example, there's a method solely for handling animation, and another that lets the player jump. It's a good idea to set up your code this way so that if you have to change one aspect later, such as player movement, then all of the related code is in the same place. I think this is especially true for creating methods that deal with player "actions" like jumping or attacking; if you have enough of them you could even create an entire Actions class.
One last thing to mention is this line of code:
isGrounded = Physics2D.OverlapCircle(groundPoint.position, groundRadius, whatIsGround);
I found that this was an easier way to determine when the player is grounded. I achieved this by adding a child GameObject to the player, adding a colorful icon for ease of placement (you can do this by clicking the colorful box near the name of a GameObject), and placing it in between the player's feet.
Related
I am a beginner and I have copy-pasted shamelessly a 2Dcontroller script, now the problem is that the movement speed of the character is affected by the crouching speed all the time, so what I want it to do is for the character to be affected only when the button is pressed down.
The following is the copy-paste.
using UnityEngine;
using UnityEngine.Events;
public class CharacterController2D : MonoBehaviour
{
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool m_Grounded; // Whether or not the player is grounded.
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private Vector3 m_Velocity = Vector3.zero;
[Header("Events")]
[Space]
public UnityEvent OnLandEvent;
[System.Serializable]
public class BoolEvent : UnityEvent<bool> { }
public BoolEvent OnCrouchEvent;
private bool m_wasCrouching = false;
private void Awake()
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
if (OnLandEvent == null)
OnLandEvent = new UnityEvent();
if (OnCrouchEvent == null)
OnCrouchEvent = new BoolEvent();
}
private void FixedUpdate()
{
bool wasGrounded = m_Grounded;
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
{
m_Grounded = true;
if (!wasGrounded)
OnLandEvent.Invoke();
}
}
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (!crouch)
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
{
crouch = true;
}
}
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// If crouching
if (crouch)
{
if (!m_wasCrouching)
{
m_wasCrouching = true;
OnCrouchEvent.Invoke(true);
}
// Reduce the speed by the crouchSpeed multiplier
move *= m_CrouchSpeed;
// Disable one of the colliders when crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = false;
}
else
{
// Enable the collider when not crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = true;
if (m_wasCrouching)
{
m_wasCrouching = false;
OnCrouchEvent.Invoke(false);
}
}
// Move the character by finding the target velocity
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
// And then smoothing it out and applying it to the character
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
// If the input is moving the player right and the player is facing left...
if (move > 0 && !m_FacingRight)
{
// ... flip the player.
Flip();
}
// Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && m_FacingRight)
{
// ... flip the player.
Flip();
}
}
// If the player should jump...
if (m_Grounded && jump)
{
// Add a vertical force to the player.
m_Grounded = false;
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
}
private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
the following is the player-character script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public CharacterController2D controller;
public float horizontalMove = 0f;
public float runSpeed = 40f;
bool jump = false;
bool crouch = false;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;
if (Input.GetButtonDown("Jump"))
{
jump = true;
}
if (Input.GetButtonDown("Crouch"))
{
crouch = true;
}else if (Input.GetButtonUp("Crouch"))
{
crouch = false;
}
}
private void FixedUpdate()
{
controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump);
jump = false;
}
}
I am trying to follow this video.
https://www.youtube.com/watch?v=dwcT-Dch0bA&t=662s&ab_channel=Brackeys
Thank you in advance to anyone who takes the time to help me, have a nice day!!
So I have been working on my first game in Unity using C#, and I am having an error with the code but Visual Studio says that the code looks good. Anything I need to change? (If the code looks wonky, I followed a tutorial)
using UnityEngine;
using UnityEngine.Events;
public class CharacterController2D : MonoBehaviour
{
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool m_Grounded; // Whether or not the player is grounded.
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private Vector3 m_Velocity = Vector3.zero;
[Header("Events")]
[Space]
public UnityEvent OnLandEvent;
[System.Serializable]
public class BoolEvent : UnityEvent<bool> { }
public BoolEvent OnCrouchEvent;
private bool m_wasCrouching = false;
private void Awake()
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
if (OnLandEvent == null)
OnLandEvent = new UnityEvent();
if (OnCrouchEvent == null)
OnCrouchEvent = new BoolEvent();
}
private void FixedUpdate()
{
bool wasGrounded = m_Grounded;
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
{
m_Grounded = true;
if (!wasGrounded)
OnLandEvent.Invoke();
}
}
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (!crouch)
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
{
crouch = true;
}
}
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// If crouching
if (crouch)
{
if (!m_wasCrouching)
{
m_wasCrouching = true;
OnCrouchEvent.Invoke(true);
}
// Reduce the speed by the crouchSpeed multiplier
move *= m_CrouchSpeed;
// Disable one of the colliders when crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = false;
} else
{
// Enable the collider when not crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = true;
if (m_wasCrouching)
{
m_wasCrouching = false;
OnCrouchEvent.Invoke(false);
}
}
// Move the character by finding the target velocity
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
// And then smoothing it out and applying it to the character
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
// If the input is moving the player right and the player is facing left...
if (move > 0 && !m_FacingRight)
{
// ... flip the player.
Flip();
}
// Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && m_FacingRight)
{
// ... flip the player.
Flip();
}
}
// If the player should jump...
if (m_Grounded && jump)
{
// Add a vertical force to the player.
m_Grounded = false;
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
}
private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}strong text
Are you using the Move method in another script?
If you're using that somewhere else and are attempting to assign to something using its result, it will result in that error.
Edit: Might also be the call to OverlapCircle(). It returns a Collider2D, but you're treating it as a boolean value by having it in an if check.
Try using it like:
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround) != null)
I've been following Brackeys tutorials to make a 2D game and right now I'm on animation. The animation plays he attacks, the sprite flips both directions, etc.. but still stuck in the same spot. I've watched and rewatched the tutorial and can't figure it out.
Before adding animation everything worked perfectly. He moved across the screen, he jumped, etc.. So i know that him not moving is directly tied to trying to animating
This is my playermovement script I made from following his tutorial.
public class playermovement : MonoBehaviour
{
public CharacterController2D controller;
public Animator animator;
public float runSpeed = 40f;
float horizontalMove = 0f;
bool jump = false;
bool Attack = false;
void Update()
{
horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;
animator.SetFloat("Speed", Mathf.Abs(horizontalMove));
if (Input.GetButtonDown("Jump"))
{
jump = true;
animator.SetBool("IsJumping", true);
}
if (Input.GetKeyDown(KeyCode.Mouse0))
{
animator.SetBool("Attack", true);
Attack = false;
}
}
public void OnLanding ()
{
animator.SetBool("IsJumping", false);
}
private void FixedUpdate()
{
controller.Move(horizontalMove * Time.fixedDeltaTime, false, jump);
jump = false;
}
}
This is my character controller
public class CharacterController2D : MonoBehaviour
{
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool m_Grounded; // Whether or not the player is grounded.
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private Vector3 m_Velocity = Vector3.zero;
[Header("Events")]
[Space]
public UnityEvent OnLandEvent;
[System.Serializable]
public class BoolEvent : UnityEvent<bool> { }
public BoolEvent OnCrouchEvent;
private bool m_wasCrouching = false;
private void Awake()
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
if (OnLandEvent == null)
OnLandEvent = new UnityEvent();
if (OnCrouchEvent == null)
OnCrouchEvent = new BoolEvent();
}
private void FixedUpdate()
{
bool wasGrounded = m_Grounded;
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
{
m_Grounded = true;
if (!wasGrounded)
OnLandEvent.Invoke();
}
}
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (!crouch)
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
{
crouch = true;
}
}
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// If crouching
if (crouch)
{
if (!m_wasCrouching)
{
m_wasCrouching = true;
OnCrouchEvent.Invoke(true);
}
// Reduce the speed by the crouchSpeed multiplier
move *= m_CrouchSpeed;
// Disable one of the colliders when crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = false;
} else
{
// Enable the collider when not crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = true;
if (m_wasCrouching)
{
m_wasCrouching = false;
OnCrouchEvent.Invoke(false);
}
}
// Move the character by finding the target velocity
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
// And then smoothing it out and applying it to the character
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
// If the input is moving the player right and the player is facing left...
if (move < 0 && !m_FacingRight)
{
// ... flip the player.
Flip();
}
// Otherwise if the input is moving the player left and the player is facing right...
else if (move > 0 && m_FacingRight)
{
// ... flip the player.
Flip();
}
}
// If the player should jump...
if (m_Grounded && jump)
{
// Add a vertical force to the player.
m_Grounded = false;
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
}
private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
private void OnCollisionEnter2D(Collision2D collision)
{
if(collision.gameObject.tag == "Enemy")
{
Destroy(collision.gameObject);
}
}
}
It's probably a bit late to help the OP now, but I had exactly the same issue today and finally figured it out.
I was scaling the main object for some of my animations. To fix it I went in and removed any scaling of the main container object and instead scaled the internal objects individually and now the flipping works.
Clearly the animation scaling interferes with the controller flip scaling.
Try This Code but make shure you Character has a 2DRigidbody and a 2DBoxcollider and watch out that the script has the name "Character2DController"
I hope it will help you ;)
using UnityEngine;
public class Character2DController : MonoBehaviour
{
public float MovementSpeed = 1;
public float JumpForce = 1;
public Animator animator;
private bool facingRight;
private Rigidbody2D _rigidbody;
void Start()
{
facingRight = true;
_rigidbody = GetComponent<Rigidbody2D>();
}
void Update()
{
if (Input.GetAxis("Horizontal") < 0)
{
transform.localScale = new Vector2 (-1.5f, transform.localScale.y);
}
if (Input.GetAxis("Horizontal") > 0)
{
transform.localScale = new Vector2(1.5f, transform.localScale.y);
}
var movement = Input.GetAxis("Horizontal");
transform.position += new Vector3(movement, 0, 0) * Time.deltaTime * MovementSpeed;
animator.SetFloat("Movement Speed", Mathf.Abs(movement));
{
}
if ((Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W) || Input.GetButtonDown("Jump")) && Mathf.Abs(_rigidbody.velocity.y) < 0.001f)
{
_rigidbody.AddForce(new Vector2(0, JumpForce), ForceMode2D.Impulse);
}
}`enter code here`
}
You may check the values from horizontalMove while debugging or add a Debug.Log statement to check its value while testing, just to make sure that the value is what is expected.
Also ensure that controller was assigned.
I'm new to the Unity world (2D) and I've run into some problems.
I have a script in which i want to jump. When i jump, the jump animation is super fast. You can only see it in the animator.
I have two other animations (Idle, Run) that work without any problems.
Can you please help me? :(
public class Player : MonoBehaviour
{
private Rigidbody2D rigid;
[SerializeField]
private float jumpForce = 5.0f;
private bool resetJump;
[SerializeField]
private float speed = 5.0f;
private PlayerAnimation playerAnim;
private SpriteRenderer playerSprite;
// Start is called before the first frame update
void Start()
{
...
}
// Update is called once per frame
void Update()
{
Movement();
}
void Movement()
{
float move = Input.GetAxisRaw("Horizontal");
Flip(move);
if (IsGrounded())
{
playerAnim.Jump(false);
}
if (Input.GetKeyDown(KeyCode.Space) && IsGrounded() == true)
{
rigid.velocity = new Vector2(rigid.velocity.x, jumpForce);
StartCoroutine(ResetJumpNeededRoutine());
playerAnim.Jump(true);
}
rigid.velocity = new Vector2(move * speed, rigid.velocity.y);
playerAnim.Move(move);
}
void Flip(float move)
{
...
}
bool IsGrounded()
{
RaycastHit2D hitInfo = Physics2D.Raycast(transform.position, Vector2.down, 0.3f, 1 << 8);
if (hitInfo.collider != null)
{
if (resetJump == false)
{
return true;
}
}
return false;
}
IEnumerator ResetJumpNeededRoutine()
{
yield return new WaitForSeconds(0.1f);
resetJump = false;
}
}
The problem is in ur code just after space is pressed the resetjump is getting false and isGrounded() is returning true and hence jump anim is getting false. So what i insist is to set trigger instead of setting playerAnim.jump use playerAnim.SetTrigger("Jump").
Study about animation trigger we use trigger to play animations like shoot and jump as these animation are true and then at next instant false.
Please keep in mind that I'm new to Unity. I have 2 script that I want to "combline" but when I try then it don't Work.
I have a Script (Name : RobotController). This script controls the movement of the player. Up/Jump, Down, Left and Right. (This Works with Keyboard keys only atm)
This script Works just fine but now I want to add the feature of touch keys for phone. With this I mean that if a person click on the "up-Arrow" the player shall jump.
The Up-Arrow is an object.
This is were I get my problem. I have created the Up-Arrow with a collider and a script.
Up-Arrow script:
public class NewJumpScript : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnMouseOver()
{
if ((Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) || (Input.GetMouseButtonDown(0)))
{
Debug.Log("test");
}
}
}
Here is the RobotController script´, with ground check and so on.
public class RobotController : MonoBehaviour {
//This will be our maximum speed as we will always be multiplying by 1
public float maxSpeed = 2f;
public GameObject player;
public GameObject sprite;
//a boolean value to represent whether we are facing left or not
bool facingLeft = true;
//a value to represent our Animator
Animator anim;
//to check ground and to have a jumpforce we can change in the editor
bool grounded = true;
public Transform groundCheck;
public float groundRadius = 1f;
public LayerMask whatIsGround;
public float jumpForce = 300f;
private bool isOnGround = false;
void OnCollisionEnter2D(Collision2D collision) {
isOnGround = true;
}
void OnCollisionExit2D(Collision2D collision) {
anim.SetBool ("Ground", grounded);
anim.SetFloat ("vSpeed", rigidbody2D.velocity.y);
isOnGround = false;
}
// Use this for initialization
void Start () {
player = GameObject.Find("player");
//set anim to our animator
anim = GetComponent <Animator>();
}
void FixedUpdate () {
//set our vSpeed
//set our grounded bool
grounded = Physics2D.OverlapCircle (groundCheck.position, groundRadius, whatIsGround);
//set ground in our Animator to match grounded
anim.SetBool ("Ground", grounded);
float move = Input.GetAxis ("Horizontal");//Gives us of one if we are moving via the arrow keys
//move our Players rigidbody
rigidbody2D.velocity = new Vector3 (move * maxSpeed, rigidbody2D.velocity.y);
//set our speed
anim.SetFloat ("Speed",Mathf.Abs (move));
//if we are moving left but not facing left flip, and vice versa
if (move > 0 && !facingLeft) {
Flip ();
} else if (move < 0 && facingLeft) {
Flip ();
}
}
void Update(){
if ((isOnGround == true && Input.GetKeyDown (KeyCode.UpArrow)) || (isOnGround == true && Input.GetKeyDown (KeyCode.Space))) {
anim.SetBool("Ground",false);
rigidbody2D.AddForce (new Vector2 (0, jumpForce));
}
if (isOnGround == true && Input.GetKeyDown (KeyCode.DownArrow))
{
gameObject.transform.localScale = new Vector3(transform.localScale.x, 0.2f, 0.2f);
}
if (isOnGround == true && Input.GetKeyUp (KeyCode.DownArrow))
{
gameObject.transform.localScale = new Vector3(transform.localScale.x, 0.3f, 0.3f);
}
}
//flip if needed
void Flip(){
facingLeft = !facingLeft;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
What needs to happen is that when The "Up-arrow" in the game is clicked then The person shall jump on the same tearms as in the RobotController script.
I hope you understand my question.
Thanks for your time and help.
I posted this same answer to both of the questions, because they are so similar. You can easily modify the code to your needs.
This is only one way to do it. There are probably many more, but this is the best I have encountered so far.
On the QUI button, script like this is needed:
private Mover playerMover;
void Start()
{
playerMover = GameObject.Find("Character").GetComponent<Mover>();
}
void OnMouseOver()
{
if (Input.GetMouseButton(0))
{
Debug.Log("pressed");
playerMover.MoveButtonPressed();
}
}
Notice that find is only done ones in start function, because it is computationally heavy.
And on the Character gameobject, script component like this is needed:
using UnityEngine;
using System.Collections;
public class Mover : MonoBehaviour {
public void MoveButtonPressed()
{
lastPressedTime = Time.timeSinceLevelLoad;
}
public double moveTime = 0.1;
private double lastPressedTime = 0.0;
void Update()
{
if(lastPressedTime + moveTime > Time.timeSinceLevelLoad)
{
// Character is moving
rigidbody.velocity = new Vector3(1.0f, 0.0f, 0.0f);
}
else
{
rigidbody.velocity = new Vector3(0.0f, 0.0f, 0.0f);
}
}
}