Push player away from the enemy - c#

I've made my own controller for the game I'm trying to make but I've ran into some issues with it. Whenever the enemy is approaching me and I don't stop my character in time, he teleports on top of the enemy's head.
Push away:
void OnControllerColliderHit(ControllerColliderHit hit)
{
if (hit.gameObject.GetComponent<EnemyController>())
{
Debug.Log("!");
float pushPower = 0.05f;
Vector3 pushDir = hit.transform.forward;
characterController.Move(pushDir * pushPower);
}
}
Movement:
void FixedUpdate()
{
RaycastHit hitInfo;
Physics.SphereCast(transform.position, characterController.radius, Vector3.down, out hitInfo, characterController.height / 2f);
desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
desiredMove = (transform.forward * Input.GetAxis("Vertical") + transform.right * Input.GetAxis("Horizontal")).normalized;
if(characterController.isGrounded)
{
moveDir.x = desiredMove.x * speed;
moveDir.z = desiredMove.z * speed;
isJumping = false;
if(Input.GetButtonDown("Jump"))
{
moveDir.y = jumpPower;
isWalking = false;
isJumping = true;
canRun = false;
}
if(Input.GetButton("Sprint") && canRun)
{
isWalking = false;
isRunning = true;
moveDir.x = desiredMove.x * runSpeed;
moveDir.z = desiredMove.z * runSpeed;
}
else
{
isRunning = false;
}
}
else
{
Falling();
}
characterController.Move(moveDir * Time.fixedDeltaTime);
}
I've decided to add a function to push player away if he's too close to the enemy but I can't really get it to work right. Right now it pushes player in the forward direction of the enemy so it works fine when you're approaching the enemy from the front, in other cases my player just teleports in front of the enemy. I wanted to push the player away to the direction he came from but I can't really think of any way to do it. Could anyone help me out with it?

To push away from the enemy, you would do something like:
Vector3 direction = (enemy.transform.position - player.transform.position).normalized;
player.transform.position += direction * DISTANCE_YOU_WANT_TO_PUSH;
In your case, since you're already dealing with a collision inside of OnControllerColliderHit, it would be more like:
Vector3 direction = (hit.point - transform.position).normalized
In both cases, you might want to set direction.y = 0 before normalizing it (if you only want to be pushed away along the ground plane, for example).

Related

Multiple touch unity mobile

I am creating a 2d mobile game where one of the scripts uses a joystick to move and the other script lets the player shoot an object when tapping anywhere on the screen. The issue is when using the joystick it also shoots at the same time in that direction. Is there a way to separate the touches so when you use the joystick it does not immediately shoot to that direction but the player can still move and shoot anywhere at the same time?
Move Code
private void Update()
{
Vector2 moveInput = new Vector2(joystick.Horizontal, joystick.Vertical);
moveAmount = moveInput.normalized * speed;
}
Shoot code
private void Update()
{
Vector2 direction = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
Quaternion rotation = Quaternion.AngleAxis(angle - 90, Vector3.forward);
transform.rotation = rotation;
if(Input.GetMouseButton(0))
{
if (Time.time >= shotTime)
{
Instantiate(projectile, shotPoint.position, transform.rotation);
shotTime = Time.time + timeBetweenShots;
}
}
}
Instead of using Input.mousePosition you'll have to use Input.GetTouch. You can loop through it using Input.touchCount to find the first touch that is not interacting with a ui element, than use that touch instead of Input.mousePosition to find the direction to shoot (or not shoot if there is no touch). To find out if a specific touch is over ui you need a reference to the scene's EventSystem (or use EventSystem.current), and use EventSystem.IsPointerOverGameObject with Touch.fingerId.
If the joystick is not a ui element you'll need a different way to detect if the touch is over the joystick. For example you could check the pixel position, or see if the joystick itself has an "interacting fingerId". But with the assumption that the joystick is an ui element, here's one way to do what I wrote above: (untested)
private void Update()
{
var eventSystem = EventSystem.current;
for (var i = 0; i<Input.touchCount; i++)
{
var touch = Input.GetTouch(i);
if (eventSystem.IsPointerOverGameObject(touch.fingerId))
{
continue;
}
ShootToScreenPos(Vector2 screenPos);
break;
}
}
private void ShootToScreenPos(Vector2 screenPos)
{
Vector2 direction = Camera.main.ScreenToWorldPoint(screenPos) - transform.position;
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
Quaternion rotation = Quaternion.AngleAxis(angle - 90, Vector3.forward);
transform.rotation = rotation;
if (Time.time >= shotTime)
{
Instantiate(projectile, shotPoint.position, transform.rotation);
shotTime = Time.time + timeBetweenShots;
}
}

Dash against slopes using physics in Unity 2D

I'm working on a 2D project in Unity.
The character controller is physics based, so I use rigidbody to move the player. Everything is working fine except when I try to apply a high speed movement to the character, like a dash.
This is how the code looks like.
I just check if the player is dashing, so I increase the Vector2 movement in a certain amount.
private void DashMovement() {
if (isDashing) {
movement.x *= dashFactor;
}
}
I'm also calculating the ground angle, so I set the movement vector to follow the ground inclination.
private void OnSlopeMovement() {
if (isGrounded && !isJumping) {
float moveDistance = Mathf.Abs(movement.x);
float horizontalOnSlope = Mathf.Cos(groundAngle * Mathf.Deg2Rad) * moveDistance * Mathf.Sign(movement.x);
float verticalOnSlope = Mathf.Sin(groundAngle * Mathf.Deg2Rad) * moveDistance;
if (horizontalOnSlope != 0)
movement.x = horizontalOnSlope;
if (isGrounded && verticalOnSlope != 0)
movement.y = verticalOnSlope;
}
SetMaxFallVelocity();
}
So I set the rigidbody velocity for making it move.
private void Move() {
movement.x *= Time.fixedDeltaTime;
if(isGrounded && !isJumping) movement.y *= Time.fixedDeltaTime;
Vector3 targetVelocity = new Vector2(movement.x, movement.y);
PlayerController.rb2d.velocity = Vector3.SmoothDamp(PlayerController.rb2d.velocity, targetVelocity, ref velocity, movementSmoothing);
}
The problem appears when I apply a speed high enough. I understand this issue is because of physics.
I think the ray that checks the ground and is used to calculate the groundAngle doesn't work fast enough to keep track of that movement, so I can not keep the player fixed on the ground.
I would like to find a solution without making the player kinematic, or stopping the dash on slopes.
This is how it looks ingame.
And this is how the rigidbody movement remain right over the ground, following the slopes angle.
EDIT:
This is how I get the ground angle:
private void GroundAngle() {
Vector2 rayOrigin = feetCollider.bounds.center;
rayOrigin.y += 0.1f;
Vector2 rayDirection = (Input.GetAxisRaw("Horizontal") == 0) ? Vector2.right : new Vector2(Input.GetAxisRaw("Horizontal"), 0);
int groundCollisions = Physics2D.RaycastNonAlloc(rayOrigin, Vector2.down, groundResults, Mathf.Infinity, groundMask);
if (groundCollisions > 0) {
groundAngle = Vector2.Angle(groundResults[0].normal, rayDirection) - 90f;
//Debug.DrawRay(rayOrigin, Vector2.down, Color.green);
if (groundAngle > 0 && !isDashing) {
rayOrigin.x += Input.GetAxisRaw("Horizontal") * .125f;
Physics2D.RaycastNonAlloc(rayOrigin, Vector2.down, groundResults, Mathf.Infinity, groundMask);
groundAngle = Vector2.Angle(groundResults[0].normal, rayDirection) - 90f;
//Debug.DrawRay(rayOrigin, Vector2.down, Color.blue);
}
}
}
Thanks to #Ruzhim for the help. I just post a first "solution" for the problem.
According to Ruzhim advises, I've used him code this way.
private void SetPositionAfterTick() {
if (isDashMovement) {
Vector2 currentPosition = new Vector2(transform.position.x, transform.position.y);
currentPosition.y = feetCollider.bounds.min.y;
Vector2 feetPosAfterTick = currentPosition + PlayerController.rb2d.velocity * Time.deltaTime;
float maxFloorCheckDist = .1f;
RaycastHit2D groundCheckAfterTick = Physics2D.Raycast(feetPosAfterTick + Vector2.up * maxFloorCheckDist, Vector2.down, maxFloorCheckDist * 5f);
if (groundCheckAfterTick) {
Vector2 wantedFeetPosAfterTick = groundCheckAfterTick.point;
if (wantedFeetPosAfterTick != feetPosAfterTick) {
//PlayerController.rb2d.transform.position = (wantedFeetPosAfterTick + new Vector2(0f, feetCollider.bounds.min.y - PlayerController.rb2d.position.y));
PlayerController.rb2d.velocity = Vector2.zero;
}
}
}
}
This is how it looks like.
This is good enough to continue polishing that mechanic. I still need to set the position in some way. The rigidbody's position calculation is not working as it
is raised right now, as the condition (wantedFeetPosAfterTick != feetPosAfterTick) is always true, so the character goes throw the floor and fall.
As you can see, I also need to control the down slopes movement, as it uses the slopes movement sometimes, and dash straight forward others.
This is how asker Rubzero implemented the below code to work for them:
private void SetPositionAfterTick() {
if (isDashMovement) {
Vector2 currentPosition = new Vector2(transform.position.x, transform.position.y);
currentPosition.y = feetCollider.bounds.min.y;
Vector2 feetPosAfterTick = currentPosition + PlayerController.rb2d.velocity * Time.deltaTime;
float maxFloorCheckDist = .1f;
RaycastHit2D groundCheckAfterTick = Physics2D.Raycast(feetPosAfterTick + Vector2.up * maxFloorCheckDist,
Vector2.down, maxFloorCheckDist * 5f);
if (groundCheckAfterTick) {
Vector2 wantedFeetPosAfterTick = groundCheckAfterTick.point;
if (wantedFeetPosAfterTick != feetPosAfterTick) {
//PlayerController.rb2d.transform.position = (wantedFeetPosAfterTick + new Vector2(0f, feetCollider.bounds.min.y -
PlayerController.rb2d.position.y));
PlayerController.rb2d.velocity = Vector2.zero;
}
}
}
}
This is how it looks like.
This is good enough to continue polishing that mechanic. I still need
to set the position in some way. The rigidbody's position calculation
is not working as it is raised right now, as the condition
(wantedFeetPosAfterTick != feetPosAfterTick) is always true, so the
character goes throw the floor and fall.
As you can see, I need to control the down slopes movement, as it uses
the slopes movement sometimes, and dash straight forward others.
I agree with AresCaelum; using physics to do slope movement is pretty much the opposite of what you want to be doing if you don't want to preserve momentum when you're done going up/down the slope. Specifically, your problem is here:
float moveDistance = Mathf.Abs(movement.x);
float horizontalOnSlope = Mathf.Cos(groundAngle * Mathf.Deg2Rad) * moveDistance * Mathf.Sign(movement.x);
float verticalOnSlope = Mathf.Sin(groundAngle * Mathf.Deg2Rad) * moveDistance;
This is a problem because the more the player moves horizontally in a frame, the more they will move vertically based on the slope of the ramp they are on. However, this assumption doesn't hold if they should only be traveling up the ramp during only part of the movement during the frame. So, you need a way to handle that situation.
One solution is to use a raycast from where the player would be then if it's above the floor, alter the vertical velocity so that it would place them at that floor's position instead.
First, determine if slope movement has occurred in a physics frame...
private bool slopeMovementOccurred = false;
void FixedUpdate() {
slopeMovementOccurred = false;
// ...
}
private void OnSlopeMovement() {
if (isGrounded && !isJumping) {
slopeMovementOccurred = true;
// ...
}
SetMaxFallVelocity();
}
... and if it has, determine where the player is going to be after the physics update. Then do a physics2d raycast from above that position (by some amount) downward (double the previous amount) to find where the player's position should be, and then change the rb2d.velocity such that it will place the player exactly at the height they should be at.
Assuming you can calculate some kind of Vector2 feetOffset that has the local position of the player's feet:
void FixedUpdate() {
// ...
StickToSlopeLanding();
}
void StickToSlopeLanding() {
if (slopeMovementOccurred) {
Vector2 curVelocity = PlayerController.rb2d.velocity;
Vector2 feetPosAfterTick = PlayerController.transform.position
+ PlayerController.feetOffset
+ curVelocity * Time.deltaTime;
float maxFloorCheckDist = 1.0f;
// determine where the player should "land" after this frame
RaycastHit2D groundCheckAfterTick = Physics2D.Raycast(
feetPosAfterTick + Vector2.up * maxFloorCheckDist,
-Vector2.up, maxFloorCheckDist * 2f);
if (groundCheckAfterTick.collider != null) {
Vector2 wantedFeetPosAfterTick = groundCheckAfterTick.point;
// if basic physics won't take them to landing position
if (wantedFeetPosAfterTick != feetPosAfterTick) {
Vector2 wantedVelocity = curVelocity
+ Vector2.up
* ((wantedFeetPosAfterTick.y - feetPosAfterTick.y)
/ Time.deltaTime);
// adjust velocity so that physics will take them to landing position
PlayerController.rb2d.velocity = wantedVelocity;
// optionally, set a flag so that next frame
// it knows the player should be grounded
}
}
}
}
Hopefully this gets you towards a solution that will work.
Note: you may need to also move the rigidbody so that it doesn't try to clip through the corner at the top of the ramp, and you can determine where to put the rigidbody using another raycast, setting the velocity from that point to be horizontal:
void StickToSlopeLanding() {
if (slopeMovementOccurred) {
Vector2 curVelocity = PlayerController.rb2d.velocity;
Vector2 feetPosAfterTick = PlayerController.transform.position
+ PlayerController.feetOffset
+ curVelocity * Time.deltaTime;
float maxFloorCheckDist = 1.0f;
// determine where the player should "land" after this frame
RaycastHit2D groundCheckAfterTick = Physics2D.Raycast(
feetPosAfterTick + Vector2.up * maxFloorCheckDist,
-Vector2.up, maxFloorCheckDist * 2f);
if (groundCheckAfterTick.collider != null) {
Vector2 wantedFeetPosAfterTick = groundCheckAfterTick.point;
// if basic physics won't take them to landing position
if (wantedFeetPosAfterTick != feetPosAfterTick) {
// look for corner of ramp+landing.
// Offsets ensure we don't raycast from inside/above it
float floorCheckOffsetHeight = 0.01f;
float floorCheckOffsetWidth = 0.5f;
RaycastHit2D rampCornerCheck = Physics2D.Raycast(
wantedFeetPosAfterTick
- floorCheckOffsetHeight * Vector2.up
- floorCheckOffsetWidth * Mathf.Sign(movement.x) * Vector2.right,
Mathf.Sign(movement.x) * Vector2.right);
if (rampCornerCheck.collider != null) {
// put feet at x=corner position
Vector2 cornerPos = Vector2(rampCornerCheck.point.x,
wantedFeetPosAfterTick.y);
PlayerController.rb2d.position = cornerPos
- PlayerController.feetOffset;
// adjust velocity so that physics will take them from corner
// to landing position
Vector2 wantedVelocity = (wantedFeetPosAfterTick - cornerPos)
/ Time.deltaTime;
PlayerController.rb2d.velocity = wantedVelocity;
// optionally, set a flag so that next frame
// it knows the player should be grounded
}
}
}
}
}

Camera Behaviour

This camera script is intended to rotate and look at the player while it is moving and snapping to the player slowly while it isn't. (Player passes over a Vector3 beforeMoving before it is starting movement). My issue is I want to "feed" the deltaPosition slowly so it isn't a sudden snap but rather a slow and smooth transition, also stop adding if arrived.
private void LateUpdate()
{
if (player.isMoving)
{
desiredPosition = player.beforeMoving + offset;
}
else
{
Vector3 deltaPosition = player.transform.position - player.beforeMoving;
desiredPosition += deltaPosition * Time.deltaTime;
}
Quaternion camTurnAngle =
Quaternion.AngleAxis(input * rotationSpeed, Vector3.up);
desiredPosition = camTurnAngle * desiredPosition;
transform.position = Vector3.Slerp(transform.position, desiredPosition, smoothFactor);
transform.LookAt(player.transform);
}
Edit: I thought I would share the final code.
private void LateUpdate()
{
Quaternion rotation = Quaternion.Euler(GetDegree(), input.x * rotationSpeed, 0f);
if (player.isMoving)
{
desiredPosition = player.beforeMoving + offset;
CalculatePanTime();
}
else if (!player.isMoving)
{
desiredPosition = player.transform.position + offset;
}
transform.position = Vector3.Slerp(transform.position, rotation * desiredPosition, GetSpeed());
transform.LookAt(player.transform);
}
private void CalculatePanTime()
{
stoppedTime = Time.time;
playerDelta = Vector3.Distance(player.transform.position, player.beforeMoving);
timeToPan = (playerDelta / snappingSpeed) * Time.deltaTime;
}
private float GetSpeed()
{
if (Time.time < stoppedTime + timeToPan)
{
controlsDisabled = true; return snappingSpeed;
}
else
{
controlsDisabled = false; return smoothSpeed;
}
}
You are telling us what you want the code to do, that is good. You are also posting the code you implemented to achieve your goal, that is also good. Can you also tell us what is not working as you want it to work as a result of that code?
From what I understand it is the "Vector3 deltaPosition = player.transform.position - player.beforeMoving;
desiredPosition += deltaPosition * Time.deltaTime; " that is not behaving as you expect it to
maybe try something like this:
private void LateUpdate()
{
// snap the rotation center slowly to the player's position if not moving, or player's position before he started moving
desiredPosition = Vector3.Lerp(desiredPosition, player.beforeMoving, 0.1f);
// rotate around rotation center
Quaternion camTurnAngle = Quaternion.AngleAxis(rotationSpeed * Time.time, Vector3.up);
desiredPosition += camTurnAngle * offset;
// set the position to rotate around rotation center, and look towards player
transform.position = Vector3.Lerp(transform.position, desiredPosition, smoothFactor);
transform.LookAt(player.transform);
}
the problem with your code is that you are overshooting. If you want to implement something that decides how fast the camera snaps, or how much time it should take to snap, try introducing a float player.timeStopMoving = Time.time that you can use to correctly compute the position correction while he is not moving.
if(player.isMoving)
{
desiredPosition = player.beforeMoving;
}
else
{
const float timeNeededToSnap = 2f;
// or float timeNeededToSnap = (player.transform.position - player.beforeMoving).magnitude; // (which you could compute only once in player script, when he stops moving, and then reuse the value instead of performing a ".magnitude" every frame)
if(Time.time < player.timeStopMoving + timeNeededToSnap)
{
desiredPosition = Vector3.Lerp(desiredPosition, player.transform.position, (Time.time - player.timeStopMoving) / timeNeededToSnap);
}
else
{
// an other problem here is: if the player starts moving AGAIN before your desiredPosition got the value, do you want desired position to glich to the new player.beforeMoving?...
desiredPosition = player.transform.position;
}
}
EDIT:
To make he lerp less linear, you can use:
if(Time.time < player.timeStopMoving + timeNeededToSnap)
{
var t = Mathf.Cos(Maths.Pi * 0.5f * (Time.time - player.timeStopMoving) / timeNeededToSnap); // as timeDelta/totalTime goes from 0->1, multiply it by Pi/2 and the Cos will also go from 0->1 but with a smoothing speed
desiredPosition = Vector3.Lerp(desiredPosition, player.transform.position, t);
}

Prevent moving in raycast direction when raycast hits something

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.

c# Unity Jump Issue

I'm new to programming in C#.
I have a sphere rigid body on a plane in unity.
I want to make this sphere jump when the spacebar is pressed and then bounce twice before coming to rest again when the key is released.
This will not always be on the plane it will sometimes be on an object and I would like the height of the bounce to reflect the distance dropped from the initial jump.
I currently have a camera facing onto the sphere from a side and have it following the ball from a set distance. The sphere can move in any direction but the camera always stays on the same side and distance from the sphere.
The issue is that my code currently says (to my knowledge) IF the spacebar is not pressed try to move the sphere's Y position down, then if the spacebar is pressed make the sphere jump and then come back down on spacebar release.
The way this code is written makes my plane jump as the ball is constantly bouncing into it when spacebar is not being pressed but if I take that part out the ball refuses to drop.
Example Code :
public class RollAdvancedScript : MonoBehaviour
{
public Transform camera;
public float posY;
void lol()
{
posY = transform.position.y;
}
void Update()
{
if (Input.GetKey(KeyCode.D))
{
Vector3 vectorToUse = camera.right;
vectorToUse.y = 0;
transform.position += vectorToUse * Time.deltaTime * 5;
}
if (Input.GetKey(KeyCode.A))
{
Vector3 vectorToUse = -camera.right;
vectorToUse.y = 0;
transform.position += vectorToUse * Time.deltaTime * 5;
}
if (Input.GetKey(KeyCode.S))
{
Vector3 vectorToUse = -camera.forward;
vectorToUse.y = 0;
transform.position += vectorToUse * Time.deltaTime * 5;
}
if (Input.GetKey(KeyCode.W))
{
Vector3 vectorToUse = camera.forward;
vectorToUse.y = 0;
transform.position += vectorToUse * Time.deltaTime * 5;
}
if (Input.GetKey(KeyCode.Space))
{
Vector3 vectorToUse = camera.up;
transform.position += vectorToUse * Time.deltaTime * 10;
}
else
{
if ( posY >= 0)
{Vector3 vectorToUse = camera.up;
transform.position -= vectorToUse * Time.deltaTime * 10;
}
else
{
Vector3 vectorToUse = camera.up;
vectorToUse.y = 0;
transform.position -= vectorToUse * Time.deltaTime * 10;
}
}
}
}
Example Image:
Please ignore the shadow as it's not working correctly just now.
TLDR; The best way to make an object jump and fall with a bounce on Keypress when moving in relation to a fixed camera position?
Are you trying to handle this in animation or in physics? Looking at the code it looks like pure controller animation, so I'd suggest that you track your jump state explicitly instead of just using the y > 0 check every update. It's a lot easier to see what's going on if you know the state of the object.
Your code makes it look like you pop up by (10 * deltaTime) when you hit space and then immediately pop down by 10 until you are below zero. Are you expecting the player to hold down space to fly, jetpack-style? Otherwise you should give an initial impulse up and then subtract from it to give a smooth fall.
Here's a very simple example. The up vector is world up (not Camera up as in your example) but if you're camera is not rolling the result would be the same.
public class DoJump : MonoBehaviour {
public float JumpSpeed = .25f;
public bool Jumping;
Vector3 jumpVec;
void Start () {
Jumping = false;
}
void Update () {
if (Jumping)
{
transform.position += jumpVec * Time.deltaTime;
jumpVec += (Vector3.down * Time.deltaTime);
//accelerate downward one unit per second per second
}
else
{
if (Input.anyKeyDown)
{
Jumping = true;
jumpVec = Vector3.up * (JumpSpeed * Time.SmoothDeltaTime);
// impulse up # jumpSpeed units per second
}
}
}
void LateUpdate()
{
if (transform.position.y < 0)
{
transform.position = new Vector3(transform.position.x, 0, transform.position.z);
Jumping = false;
}
}
}
If you're going to have uneven terrain, you should probably use physics colliders or raycast to know when to stop falling.
This is my code, hope it can help you:
public class Player : MonoBehaviour
{
public float m_gravity=10f;
void Jump()
{
if (m_ch.isGrounded) //this is the point
{
m_Gravity = 10;
if (Input.GetKeyDown(KeyCode.Space))
{
m_Gravity = -8;
}
}
else
{
m_Gravity += 10f * Time.deltaTime;
if (m_Gravity >= 10) { m_Gravity = 10; }
}
}
}

Categories