I am trying to complete roll a ball tutorial (https://unity3d.com/learn/tutorials/projects/roll-ball-tutorial) in a different way by adding two balls.
So two players can play the game.
But the problem i am facing is that i want to configure the preferred keys for the second player like the firsl player uses the traditional arrow keys and the second player use w,a,s,d to move up left down right... my c-sharp code for the first player is this...
using UnityEngine;
using System.Collections;
public class PlayerController : MonoBehaviour {
public float speed;
private Rigidbody rb;
void Start()
{
rb = GetComponent<Rigidbody> ();
}
void FixedUpdate()
{
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical); //Values for movement vector 3 takes three arguments like x y z for positions.
rb.AddForce (movement * speed);
}
}
Let me know if anyone have solution
Answered Similar question here.
The easiest solution that will require you not modify your key controls is to not use Input.GetAxis at-all. Detect each key press with Input.GetKey() and their keycodes enum. Problem solved! Now assign the two balls from the Editor. You can easily modify it to work with one ball if that's what you want.
using UnityEngine;
using System.Collections;
public class PlayerController : MonoBehaviour
{
public float speed = 80.0f; // Code for how fast the ball can move. Also it will be public so we can change it inside of Unity itself.
public Rigidbody player1RB; //Player 1 Rigidbody
public Rigidbody player2RB; //Player 2 Rigidbody
//Player 1 Code with aswd keys
void Player1Movement()
{
if (Input.GetKey(KeyCode.A))
{
player1RB.AddForce(Vector3.left * speed);
}
if (Input.GetKey(KeyCode.D))
{
player1RB.AddForce(Vector3.right * speed);
}
if (Input.GetKey(KeyCode.W))
{
player1RB.AddForce(Vector3.forward * speed);
}
if (Input.GetKey(KeyCode.S))
{
player1RB.AddForce(Vector3.back * speed);
}
}
//Player 2 Code with arrow keys
void Player2Movement()
{
if (Input.GetKey(KeyCode.LeftArrow))
{
player2RB.AddForce(Vector3.left * speed);
}
if (Input.GetKey(KeyCode.RightArrow))
{
player2RB.AddForce(Vector3.right * speed);
}
if (Input.GetKey(KeyCode.UpArrow))
{
player2RB.AddForce(Vector3.forward * speed);
}
if (Input.GetKey(KeyCode.DownArrow))
{
player2RB.AddForce(Vector3.back * speed);
}
}
// Update is called once per frame
void FixedUpdate()
{
Player1Movement();
Player2Movement();
}
}
You can define more inputs in edit -> project settings -> Input. To add more inputs just increase the size value and config the new values in. At least input name and keys to the new inputs. Lastly, in your code call the new inputs for player 2 with the names you specified in the project settings.
void FixedUpdate()
{
//float moveHorizontal = Input.GetAxis("Horizontal");
//float moveVertical = Input.GetAxis("Vertical");
// example for player 2
float moveHorizontalPlayer2 = Input.GetAxis("HorizontalPlayer2");
float moveVerticalPlayer2 = Input.GetAxis("VerticalPlayer2");
Vector3 movement = new Vector3 (moveHorizontalPlayer2 , 0.0f, moveVerticalPlayer2 );
rb.AddForce (movement * speed);
}
Related
I'm currently developing an FPS shooter in Unity 3D. I'm fairly new to Unity and I've been having a bit of trouble with my player movement script. Individually everything seems to work, I can rotate and move the player freely, however when I try doing the two simultaneously my player seems to lock and won't rotate.
Sometimes jumping or moving to higher ground on the terrain seems to fix the issue, however I ran a few checks with gravity disabled, no colliders, and with the player well above ground, so the problem seems to be with the script. I've also done a bit of debugging and the Rotate() code does run, just the rotation amount doesn't seem to change.
Here is the player movement script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
public class PlayerMov : MonoBehaviour
{
[SerializeField]
private Camera cam;
[SerializeField]
private float speed = 5f;
[SerializeField]
private float looksensitivity = 4f;
[Header("Camera View Lock:")]
[SerializeField] //min and max amount for looking up and down (degrees)
private float lowlock = 70f;
[SerializeField]
private float highlock = 85f;
private Rigidbody rb;
private float currentrotx; //used later for calculating relative rotation
public Vector3 velocity;
public Vector3 rotation; // rotates the player from side to side
public float camrotation; // rotates the camera up and down
public float jmpspe = 2000f;
void Start()
{
rb = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
CalcMovement();
CalcRotation();
Rotate();
}
void FixedUpdate()
{
Move();
}
private void CalcRotation()
{
float yrot = Input.GetAxisRaw("Mouse X"); //around x axis
rotation = new Vector3(0f, yrot, 0f) * looksensitivity;
float xrot = Input.GetAxisRaw("Mouse Y"); //around y axis
camrotation = xrot * looksensitivity;
}
private void CalcMovement()
{
float xmov = Input.GetAxisRaw("Horizontal");
float zmov = Input.GetAxisRaw("Vertical");
Vector3 movhor = transform.right * xmov;
Vector3 movver = transform.forward * zmov;
velocity = (movhor + movver).normalized * speed;
}
void Move()
{
//move
if (velocity != Vector3.zero)
{
rb.MovePosition(rb.position + velocity * Time.fixedDeltaTime);
}
//jump
if (Input.GetKeyDown(KeyCode.Space))
{
//add double jump limit later!
rb.AddForce(0, jmpspe * Time.deltaTime, 0, ForceMode.Impulse);
}
}
void Rotate()
{
//looking side to side
rb.MoveRotation(rb.rotation * Quaternion.Euler(rotation));
// camera looking up and down
currentrotx -= camrotation;
currentrotx = Mathf.Clamp(currentrotx, -lowlock, highlock);
cam.transform.localEulerAngles = new Vector3(currentrotx, 0, 0);
}
}
Here are the relevant components attached to my player:
(The player has a couple more components attached but I ran tests without them and the problem still occurs)
Like I said I'm a bit of a unity novice, so i'm sure I missed something small but I just can't seem to place my finger on it, I've been stuck on this for a while so any help is much appreciated.
SOLVED:
It seems the problem I had was because I was running the scene from my laptop and not a desktop which I assume is what the Unity input was built for.
Earlier I was facing problem regarding the unity camera problem it always stuck on 0,0,0.08 and also find a solution so I first create an empty gameobject and then drag the camera in that empty gameobject but after doing this the scripts which I applied to the gameobject is working fine but the script which I place in camera is not working at all
Camera Script
public float MovementAmplitude = 0.1f;
public float MovementFrequency = 2.25f;
void Update()
{
transform.position = new Vector3(
transform.position.x,
Mathf.Cos(transform.position.z * MovementFrequency) * MovementAmplitude,
transform.position.z
);
}
Player Script
public float speed = 4.5f;
public float JumpingForcec = 450f;
void Update()
{
transform.position += speed * Vector3.forward * Time.deltaTime;
if (Input.GetKeyDown("space"))
{
Debug.Log("SPace is pressed");
Debug.Log(GetComponent<Rigidbody>());
GetComponent<Rigidbody>().AddForce(Vector3.up * JumpingForcec);
}
}
First of all when dealing with a Rigidbody (or the Physics in general) you shouldn't set a position directly through the Transform component but rather use Rigidbody.position or in your case for a smooth movement even rather Rigidbody.MovePosition, both in FixedUpdate.
In general anything related to the Physics (so also everything using Rigidbody) should be done in FixedUpdate while the check for GetKeyDown has to be done in Update.
PlayerScript
public class PlayerScript : MonoBehaviour
{
public float speed = 4.5f;
public float JumpingForcec = 450f;
// If possible reference this in the Inspector already
[SerializeField] private Rigidbody rigidBody;
private bool jumpWasPressed;
private void Awake()
{
if (!rigidBody) rigidBody = GetComponent<Rigidbody>();
}
private void FixedUpdate()
{
rigidBody.MovePosition(transform.position + speed * Vector3.forward * Time.deltaTime);
if (!jumpWasPressed) return;
Debug.Log("SPace was pressed");
rigidBody.AddForce(Vector3.up * JumpingForcec);
jumpWasPressed = false;
}
private void Update()
{
// Note that currently you can multijump .. later you will want to add
// an additional check if you already jump again
if (Input.GetKeyDown(KeyCode.Space)) jumpWasPressed = true;
}
}
Make sure that Is Kinematic is disabled in the Rigidbody component! Otherwise AddForce is not processed.
If isKinematic is enabled, Forces, collisions or joints will not affect the rigidbody anymore.
The camera movement I would move to LateUpdate in order to make sure it is the last thing calculated after the other Update calls have finished. Especially after all user input has been processed (in your case maybe not that relevant since movement is processed in FixedUpdate but in general).
Second problem: Here you are not taking the changed Y position by jumping into account so rather add the "wobbling" effect to the player's transform.position.y and rather use the localPosition for the Camera:
public class CameraScript : MonoBehaviour
{
public float MovementAmplitude = 0.1f;
public float MovementFrequency = 2.25f;
// reference the player object here
public Transform playerTransform;
private float originalLocalPosY;
private void Start()
{
if(!playerTransform) playerTransform = transform.parent;
originalLocalPosY = transform.localPosition.y;
}
private void LateUpdate()
{
transform.localPosition = Vector3.up * (originalLocalPosY + Mathf.Cos(playerTransform.position.z * MovementFrequency) * MovementAmplitude);
}
}
Maybe you want to disable the wobbling effect during a jump later, though ;)
Try to put all the update stuff in the same method, it should work both (theorically, not tested) so you have to fix your code in order to get what you want:
void Update() {
// Camera update
transform.position = new Vector3(
transform.position.x,
Mathf.Cos(transform.position.z * MovementFrequency) * MovementAmplitude,
transform.position.z
);
// Player update
transform.position += speed * Vector3.forward * Time.deltaTime;
if (Input.GetKeyDown("space"))
{
Debug.Log("SPace is pressed");
Debug.Log(GetComponent<Rigidbody>());
GetComponent<Rigidbody>().AddForce(Vector3.up * JumpingForcec);
}
}
Hope this helps you, cheers!
I have in Unity a box that is followed by a camera on a plane. I'm trying to handle the collisions between the box and different objects. When it collides with different things it spins, jumps and happen weird things. I uploaded to YouTube a video to show the problem. The video.
I created an empty that has the camera and the box. This empty has rigidbody of mass 1.
The empty has a script component:
using UnityEngine;
using System.Collections;
public class Character : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnCollisionEnter(Collision collision)
{
Debug.Log ("Entered OnCollisionEnter function");
if (collision.gameObject.name == "Wall") {
GetComponent<Rigidbody>().velocity = Vector3.zero;
Debug.Log ("Inside if statement");
}
}
}
As you can see I tried to handle the collision writing a code that stops the cube of moving.
Additional information that could help you guys:
The box
It has a box collider. Script:
using UnityEngine;
using System.Collections;
public class MoveCharacter : MonoBehaviour {
public float deltaMovement = 10f;
// Use this for initialization
void Start ()
{
}
// Update is called once per frame
void Update ()
{
Moving();
}
void Moving()
{
//Moves the character to where it needs.
if (Input.GetKey (KeyCode.A)) {
transform.Translate (new Vector3 (-deltaMovement, 0f, 0f) * Time.deltaTime);
} else if (Input.GetKey (KeyCode.D)){
transform.Translate (new Vector3 (deltaMovement, 0f, 0f) * Time.deltaTime);
}
float yRotation = Camera.main.transform.eulerAngles.y;
float movementX = Mathf.Sin ((yRotation * Mathf.PI) / 180) * deltaMovement;
float movementZ = Mathf.Cos ((yRotation * Mathf.PI) / 180) * deltaMovement;
if (Input.GetKey (KeyCode.W)) {
transform.Translate (new Vector3 (movementX, 0f, movementZ) * Time.deltaTime, Space.World);
} else if (Input.GetKey (KeyCode.S)){
transform.Translate (new Vector3 (-movementX, 0f, -movementZ) * Time.deltaTime, Space.World);
}
}
}
The wall
It is a plane with mesh collider and with or without rigidbody didn't make a difference, same problem...
Any help please?
If you are using physics you shouldn't move an object my changing it's translation, you should move it by applying forces to the object, or at least adding a velocity to it. This will allow the physics engine to correctly calculate the reactions with other rigid bodies.
If you move an object my adjusting it's translation then when a collision occurs it will be as though the object has materialised into the other object to the engine as it will be moving with no velocity etc, and you will get weird behaviour.
I'm trying to learn Unity3D and I'm using this tutorial to get started.
In my PlayerController below the "ball" rolls in the direction of the arrow key pressing. But my question is: When I press left or right arrow I don't want it to move in the direction but to turn in the direction.
So the ball moves forward/backward on arrow key up/down and rotate left/right on arrow key left/right.
public class PlayerController : MonoBehaviour {
public float speed;
private Rigidbody rb;
void Start()
{
rb = GetComponent<Rigidbody> ();
}
void FixedUpdate()
{
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
rb.AddForce (movement * speed);
}
}
I've searched on google but haven't been able to find a solution.
UPDATE
Here is my camera controller.
public class CameraController : MonoBehaviour {
public GameObject player;
private Vector3 offset;
// Use this for initialization
void Start () {
offset = transform.position - player.transform.position;
}
// Update is called once per frame
void LateUpdate () {
transform.position = player.transform.position + offset;
}
}
float delta = Input.GetAxis("Horizontal");
Vector3 axis = Vector3.forward;
rb.AddTorque (axis * speed * delta);
or
transform.Rotate (axis * speed * delta);
Instead of:
rb.AddForce (movement * speed);
you can use:
rb.AddTorque (movement * speed);
This will add angular force to the ball.
I have the following code for my 2D game, it makes object randomly wonder on the screen. What I am having issues with, is when an object looks at the point it is going to, I would like it to rotate as it moves forward. What is happening now, is it rotates instantly to the point it is going towards. So, how can I get it to rotate slowly and move forward at the same time?
using UnityEngine;
using System.Collections;
public class Wonder : MonoBehaviour {
protected Vector2 wayPoint;
protected float speed;
// Use this for initialization
void Start () {
speed = gameObject.GetComponent<Move>().playerSpeed;
wonder();
}
void wonder(){
wayPoint = Random.insideUnitCircle * 10;
}
// Update is called once per frame
void Update () {
Vector2 dir = wayPoint - new Vector2(transform.position.x, transform.position.y);
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.Euler(new Vector3(0, 0,Mathf.Atan2 (dir.y, dir.x) * Mathf.Rad2Deg - 90));
transform.position = Vector2.MoveTowards(transform.position, wayPoint, Time.deltaTime * speed);
float magnitude = (new Vector2(transform.position.x, transform.position.y) - wayPoint).magnitude;
if(magnitude < 3){
wonder();
}
}
}
Here is an example Image:
So, once the ship gets to its point another will be created and it will move there. I am thinking I will have to have a list of 5+ points, then calculate the arch the ship needs to take adding new points as the ship hits a way point then removing old ones after. I am not sure how to do this though...
using UnityEngine;
using System.Collections;
public class Wander : MonoBehaviour {
protected Vector3 velocity;
protected Vector2 waypoint;
protected float speed;
// Use this for initialization
void Start () {
speed = gameObject.GetComponent<Move>().playerSpeed;
RandomizeWaypoint();
}
void RandomizeWaypoint(){
waypoint = Random.insideUnitCircle * 10;
}
// Update is called once per frame
void Update () {
transform.position = Vector3.SmoothDamp( transform.position, waypoint, ref velocity, Time.deltaTime * speed );
transform.rotation = Quaternion.AngleAxis( Mathf.Atan2( velocity.y, velocity.x ) * Mathf.Rad2Deg, Vector3.forward );
if( Vector3.Distance( transform.position, waypoint ) < 3 ){
RandomizeWaypoint();
}
}
}
Untested. Vector3.SmoothDamp can be pretty handy. Note the spelling also.