I am currently having trouble shooting a ball and adding velocity to it. The idea is that the longer you hold down "SPACE" the longer the ball will travel.
What I have so far is this for the player control:
public class PlayerControl : MonoBehaviour {
public float speed = 0f;
Vector3 enVector = new Vector3(10,0,0);
public bool laserDirection = false;
public Transform firePoint;
public GameObject RedBall;
public PlayerControl player;
// Use this for initialization
void Start () { }
// Update is called once per frame
void Update ()
{
// Press CTRL to move the platform under the ball and shoot a laser (NOT FINISHED)
if (Input.GetKey (KeyCode.LeftControl) && laserDirection == false)
{
transform.Translate(enVector * -speed * Time.deltaTime);
}
else if(Input.GetKey (KeyCode.LeftControl) && laserDirection == true)
{
transform.Translate(enVector * speed * Time.deltaTime);
}
// Sets the direction the platform will travel if pressed
if(Input.GetKey (KeyCode.LeftArrow))
{
laserDirection = false;
}
// Sets the direction the platform will travel if pressed
if(Input.GetKey (KeyCode.RightArrow))
{
laserDirection = true;
}
// Shoots a ball the longer you hold down
if(Input.GetKey (KeyCode.Space))
{
GetComponent<Rigidbody2D> ().velocity = new Vector2 (speed, GetComponent<Rigidbody2D> ().velocity.y);
Instantiate(RedBall, firePoint.position, firePoint.rotation);
}
}
// Destroy the ball
void OnTriggerEnter2D(Collider2D other)
{
Destroy (gameObject);
}
}
If you look where the get space button is you see the code I've made for the shooting. This only makes the ball travel to the right at a set speed I've chosen.
This is for changing the direction of the ball (It moves around the big black ball):
// THE DIRECTION OF THE BALL SCRIPT
public class RedBall : MonoBehaviour
{
public Transform target;
void Update()
{
// Moves the ball launcher to the left
if (Input.GetKey (KeyCode.LeftArrow))
{
transform.RotateAround (target.position, transform.forward, Time.deltaTime * 90f);
}
// Moves the ball launcher to the right
if (Input.GetKey (KeyCode.RightArrow))
{
transform.RotateAround (target.position, -transform.forward, Time.deltaTime * 90f);
}
}
}
I am struggling with how to figure out how to make the ball shoot in the direction it is facing, which depends on how it has been translated in the ball script. Additionally, how to make the ball react to the gravity when shot and how to shoot further the longer I hold hold the "SPACE" button.
If anyone knows how to do at least one of these things it would help a lot! Thank you.
(Instead of using Rigidbody2D.velocity try to use Rigidbody2D.AddForce. For turning gravity on and off use Rigidbody2D-gravityScale.
I'm not quite sure what you mean with "the longer I hold the "SPACE button". Do you want to make it a "Spring" and release it when the Space button was released?
edit:
maybe do it like this. make initial force a variable and "Load it" while the button is pressed, when it is release, instantiate the Ball and add the force to it.
i justed typed this out of the head, without testing so maybe it wont run out of the box, but the direction should be clear
if (Input.GetKey(KeyCode.Space))
{
initialForce += 0.1f;
GetComponent<Rigidbody2D>().velocity = new Vector2(speed, GetComponent<Rigidbody2D>().velocity.y);
Instantiate(RedBall, firePoint.position, firePoint.rotation);
}
else
{
if (initialForce > 0)
{
var ball = (GameObject)Instantiate(RedBall, firePoint.position, firePoint.rotation);
ball.GetComponent<Rigidbody2D>.AddForce(firePoint.rotation * Vector2.one * initialForce);
}
initialForce = 0f;
}
So I am struggling with how to figure out how to make the ball shoot
in the direction it is facing depending on how it have been translated
in the ball script.
Multiply speed by the direction you want to shoot in:
// Shoots a ball the longer you hold down
if(Input.GetKey (KeyCode.Space)) {
GetComponent<Rigidbody2D> ().AddForce(transform.forward * speed);
Instantiate(RedBall, firePoint.position, firePoint.rotation);
}
Also look into object pooling, you really shouldnt be instantiating projectiles it takes alot of memory to instantiate and destroy all the time during execution.
Also how to make the ball have the gravity when shot
protected float gravity = 1f;
protected bool isShot = false;
// Update is called once per frame
void Update ()
{
if(isShot)
rigidBody.velocity.z += gravity * Time.deltaTime;
}
shoot longer the longer I hold hold the "SPACE" button.
public float rate = 1.0f;
protected float power = 0f;
// Update is called once per frame
void Update ()
{
if (Input.GetKeyUp (KeyCode.Space))
{
UsePower(power);
power = 0f;
}
if (Input.GetKey (KeyCode.Space))
{
power += rate * Time.deltaTime;
}
}
void UsePower (float _power)
{
// Use power here
}
Related
After my player object touches the wall it sometimes starts to move and rotate on it's own. I tried to increase player object weight and it helps, but i don't think it's a good approach as tiny movement never dissapears.
Player is rigidbody with box collider attached.
isKinematic - false;
useGravity - true;
XYZ rotation is fixed and Y coordinate position is fixed.
Walls have box collider but have no rigidbody.
Ground has no collider as Y position is fixed and player object doesn't touch the ground.
Game is network based so i have photon rigidbody view component attached to player as well.
Code (C#) which moves player:
public void Update()
{
if (!photonView.IsMine || !controllable)
{
return;
}
if (shootingTimer > 0.0)
{
shootingTimer -= Time.deltaTime;
}
m_MovementInputValue = Input.GetAxis(m_MovementAxisName);
if (m_MovementInputValue == 0.0f)
{
m_MovementInputValue = joystick.Vertical;
}
m_TurnInputValue = Input.GetAxis(m_TurnAxisName);
if (m_TurnInputValue == 0.0f)
{
m_TurnInputValue = joystick.Horizontal;
}
Vector3 vector = new Vector3(
m_TurnInputValue,
rigidbody.velocity.y,
m_MovementInputValue
);
MovementVector = Quaternion.AngleAxis(60, Vector3.up) * vector;
EngineAudio();
}
public void FixedUpdate()
{
if (!photonView.IsMine || !controllable)
{
return;
}
Move();
Turn();
}
private void Move()
{
// Adjust the position of the tank based on the player's input.
// Vector3 movement = transform.forward * m_MovementInputValue * m_Speed * Time.deltaTime;
// rigidbody.MovePosition(rigidbody.position + movement);
Vector3 movement = MovementVector * m_Speed * Time.deltaTime;
rigidbody.MovePosition(rigidbody.position + movement);
}
private void Turn()
{
// Adjust the rotation of the tank based on the player's input.
// float turn = m_TurnInputValue * m_TurnSpeed * Time.deltaTime;
// Quaternion turnRotation = Quaternion.Euler(0f, turn, 0f);
// rigidbody.MoveRotation(rigidbody.rotation * turnRotation);
if (m_TurnInputValue != 0.0f || m_MovementInputValue != 0.0f)
{
rigidbody.rotation = Quaternion.LookRotation(MovementVector);
}
}
Check to make sure the component (such as a rigidbody) is attached to the right object (gameobject - parent vs. child objects). Also, the fact that it is constantly rotating is curious... it makes me think it has something to do with the Time.DeltaTime, but I see that's only being applied to your Vector3 movement, and not in your rotation function... Just curious, what happens when you remove the Time.DeltaTime part from your movement Vector3?
I'm making a non random generated runner game and I'm trying to code the boss entry and fight. So the game consist of an astronaut (player) that stays on screen all the time (so him, background and camera never move, well the player can move but it's clamped.
All the hazards come towards the player and he has to avoid them or defeat them until the last hazard which is the boss. The boss is at the end of the line and goes along the z-Axis as well towards the player and I want it to stop when it collides with a Quad, so the boss is static and they can fight.
After that I want the boss to move up and down and shoot the player with Lerp functions.
The code looks like this:
public class BossController : MonoBehaviour {
public float speed;
public float health;
public Animator anim;
public Transform startMarker;
public Transform endMarker;
private Rigidbody rb;
private HUDController hud;
private bool startIntro = false;
private float startTime;
private float journeyLength;
void Start () {
startTime = Time.time;
journeyLength = Vector3.Distance (startMarker.position, endMarker.position);
anim = GetComponent<Animator> ();
rb = GetComponent<Rigidbody> ();
rb.velocity = transform.forward * -speed;
}
void Update(){
//transform.position += transform.forward * -speed * Time.deltaTime;
if (startIntro) {
rb.velocity = new Vector3(0,0,0);
Fight ();
}
}
void Fight(){
float distCovered = (Time.time - startTime) * speed;
float fracJourney = distCovered / journeyLength;
while(true)
{
transform.position = Vector3.Lerp(startMarker.position, endMarker.position, fracJourney);
transform.position = Vector3.Lerp(endMarker.position, startMarker.position, fracJourney);
}
}
void OnTriggerEnter(Collider other){
if (other.gameObject.CompareTag ("bossEntry")) {
startIntro = true;
//anim.SetTrigger ("quad");
}
}
}
I tried first with the rigidbody and when it collides, the rigidbody's velocity is 0 and that works fine AS LONG AS the Fight() method is commented. So maybe it's because of the lerp functions?
When it;s not commented when the boss hits the collider everything freezes and I cannot use Unity anymore and I have to restart the programm.
Please help!
Edit: I removed the while(true) loop and now the boss falls straight down when it collides with the quad instead of lerping. The Boss is under an empty object and both start and end markers are under the empty object as well. Every component is attached to the empty object (parent).
try and track (print) the values of your veriables.
I'd guess you have a divisor of 0 here -
float fracJourney = distCovered / journeyLength;
if not, its most likely you have an endless loop, or a null pointer which is vital.
Sorry, I just noticed this now.
transform.position = Vector3.Lerp(startMarker.position, endMarker.position, fracJourney);
transform.position = Vector3.Lerp(endMarker.position, startMarker.position, fracJourney);
The second Lerp overrides the value of first one immediately. If you want something like a ping pong effect, make a flag to determine the current state you want.
bool toEndMarker = true;
void Fight() {
//Some code here
if(toEndMarker)
{
transform.position = Vector3.Lerp(startMarker.position, endMarker.position, fracJourney);
if(//DETERMINE if transform.position is already at end marker)
{
toEndMarker = false;
}
}
else
{
transform.position = Vector3.Lerp(endMarker.position, startMarker.position, fracJourney);
if(//DETERMINE if transform.position is already at start marker)
{
toEndMarker = true;
}
}
}
I'm using this:
void Update(){
if(leftJoystick){
rb.AddRelativeForce(0, 0, 400f, ForceMode.Impulse);
}
}
to move my character forward in the air (using jetpack). When I let go of the joystick my character stops immediately. What I want is that the character keeps moving forward after joystick is released and with time slow down and gradually stop. It looks stupid that my character stops like it hit a wall. What kind of force/velocity/transform I should use so that physics slow down my character after I let go of the joystick?
My rigidbody settings:
Mass: 100
Drag: 0
Angular drag: 0.05
Uses gravity
Not kinematic
Interpolate: interpolate
Collision detection: Discrete
Freeze position: none
Freeze rotation: all
Character also has a capsule collider that is NOT trigger and has no physics material.
EDIT: here is the full code so you can see if there is any conflicts in my code
using UnityEngine;
using System.Collections;
using UnityStandardAssets.CrossPlatformInput;
public class JetpackController : MonoBehaviour{
Rigidbody rb;
// controller axes
[SerializeField]
public string speedAxis = "Vertical";
public string rotateAxis = "HorizontalRotate";
[SerializeField]
public float forwardSpeed;
public float upSpeed;
public float rotateSpeed;
public float rotationIgnoreZone;
public float MAX_HEIGHT;
float speedInput;
float rotateInput;
public bool leftJoystick;
public bool rightJoystick;
ParticleSystem jetpackFire1;
Vector3 originalGravity;
// access Joystick script in Standard assets to detect when right joystick is held down
Joystick joystick_left;
Joystick joystick_right;
void Start () {
if (GetComponent<Rigidbody> ()) {
rb = GetComponent<Rigidbody> ();
} else {
Debug.LogError ("Player needs to have a rigidbody.");
}
// get Joysticks
if (GameObject.Find ("MobileJoystick_left").GetComponent<Joystick> ()) {
joystick_left = GameObject.Find ("MobileJoystick_left").GetComponent<Joystick> ();
} else {
Debug.LogError ("Either gameobject with name 'MobileJoystick_right' does not exist in the scene or it does not have script called Joystick.cs attached to it.");
}
if (GameObject.Find ("MobileJoystick_right").GetComponent<Joystick> ()) {
joystick_right = GameObject.Find ("MobileJoystick_right").GetComponent<Joystick> ();
} else {
Debug.LogError ("Either gameobject with name 'MobileJoystick_right' does not exist in the scene or it does not have script called Joystick.cs attached to it.");
}
jetpackFire1 = GameObject.Find("JetpackFire1").GetComponent<ParticleSystem> ();
jetpackFire1.playbackSpeed = 5.0f;
originalGravity = Physics.gravity;
}
void FixedUpdate () {
GetInput ();
// move forward and backward according to left joysticks input
if(leftJoystick){
// left joystick held down
rb.AddRelativeForce(0, 0, forwardSpeed*speedInput, ForceMode.Impulse);
}
// if right joystick is used
if (rightJoystick) {
jetpackFire1.Play ();
if (transform.position.y < MAX_HEIGHT) {
// allow going up
//rb.AddRelativeForce (0, upSpeed, 0, ForceMode.Impulse);
rb.AddForce(transform.forward * forwardSpeed);
} else if (transform.position.y >= MAX_HEIGHT) {
// prevent player to go any further up and also falling
Physics.gravity = Vector3.zero; // no gravity to prevent player from falling
rb.velocity = Vector3.zero;
}
// rotate
// always keep rotating (player can go past look at joystick dir)
if (rotateInput >= rotationIgnoreZone || rotateInput <= -rotationIgnoreZone) {
transform.Rotate(Vector3.up * rotateInput, Time.deltaTime * rotateSpeed);
}
} else {
jetpackFire1.Stop ();
// if right joystick is released
Physics.gravity = originalGravity; // normal gravity -> player can fall
}
}
public void GetInput(){
speedInput = CrossPlatformInputManager.GetAxis (speedAxis);
rotateInput = CrossPlatformInputManager.GetAxis (rotateAxis);
// access Joystick.cs script to grab wether right joystick is pressed or not
leftJoystick = joystick_left.leftJoystickPressed;
rightJoystick = joystick_right.rightJoystickPressed;
}
}
Can't comment yet
Like J.Small said, you could multiply the velocity with a number around 0.95 to slowly slow the rigidbody down. If you put the multiplication in the Update method I suggest you to multiply the ~0.95 number with Time.deltaTime, so the velocity decrease will be proportional to the passed time.
void Update(){
if(leftJoystick){
rb.AddRelativeForce(0, 0, 400f, ForceMode.Impulse);
}
if(noJoystick){
rb.velocity = rb.velocity * 0.95 * Time.deltaTime;
//Or: rb.velocity.x
}
}
You could also apply a small amount of force instead of multiplying the velocity if you want to slow down the rigidbody in a more configurable way (the amount should be based on Time.deltaTime if you put it into Update - which gets called once a frame), but the method above is easier.
I'm not a pro at coding, so I'm not sure if this'll work for everyone, but I tried something like this to fix a similar issue.
void FixedUpdate()
{
playerRigidbody.AddRelativeForce(Vector2.up * forwardInput * playerSpeed * Time.fixedDeltaTime);
if (forwardInput <= 0)
{
playerRigidbody.velocity = playerRigidbody.velocity / 1.005f; // <-- This will gradually slow down the player when they're idle.
}
}
You could do a simple linear slow down.
void Update(){
if(leftJoystick){
rb.AddRelativeForce(0, 0, 400f, ForceMode.Impulse);
}
if(noJoystick){
rb.velocity = rb.velocity * 0.9;
}
}
Note that the update function gets called on frame update, so I would suggest putting this in a FixedUpdate() function that way the slow rate won't depend on the frame rate.
I have a little problem with my player control script (C#) in the unity enigne. I worked out the following script with the basic movement of the player. The problem is that the player can enter the jump statement (the debug log printed it out)
Debug Log
but it will not work. The character is still on the ground.
The jump function will be enabled when the player is on the ground (grounded) and did not a double jump.
So my question is are there any "code mistakes" or maybe some configuration problems which I do not see?
Thank you for your help in advance!
using UnityEngine;
using System.Collections;
public class PlayerControl : MonoBehaviour
{
// public variables
public float speed = 3f;
public float jumpHeight = 5f;
// private variables
Vector3 movement;
Animator anim;
Rigidbody2D playerRigidbody;
// variables for the ground check
public Transform groundCheck;
public float groundCheckRadius;
public LayerMask whatIsGround;
private bool grounded;
private bool doubleJump;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
// Proves if the player is on the ground and activate the double jump function
if (grounded)
{
doubleJump = false;
}
// First line of proving the jump
if (Input.GetMouseButtonDown(0) && grounded)
{
Debug.Log("Jump if entered");
Jump();
}
if (Input.GetMouseButtonDown(0) && !doubleJump && !grounded)
{
Debug.Log("double Jump");
Jump();
doubleJump = true;
}
// Flipping the Player when he runs back
if (Input.GetAxis("Horizontal") < 0)
{
playerRigidbody.transform.localScale = new Vector2(-1.7f, 1.7f);
}
else
{
playerRigidbody.transform.localScale = new Vector2(1.7f, 1.7f);
}
}
void Awake()
{
// References setting up
playerRigidbody = this.GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
}
void FixedUpdate()
{
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
// simple Movement without a speed control
Move(horizontal, vertical);
Animating(horizontal, vertical);
// Section for ground detection
grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, whatIsGround);
// Set the parameter for the jump animation false or true
anim.SetBool("Grounded", grounded);
}
void Move(float horizontal, float vertical)
{
movement.Set(horizontal, 0f, vertical);
movement = movement.normalized * speed * Time.deltaTime;
playerRigidbody.MovePosition(transform.position + movement);
}
void Jump()
{
playerRigidbody.AddForce(Vector3.up * jumpHeight);
// playerRigidbody.AddForce(new Vector2(0f, jumpHeight), ForceMode2D.Impulse);
Debug.Log("Jump function");
}
void Animating(float h, float v)
{
bool walking = h != 0f || v != 0f;
anim.SetBool("IsWalking", walking);
}
}
Just guessing here, but maybe Vector3.up does not work for 2D physics? I'm not really into 2D, but you could try
playerRigidbody.AddForce(transform.up * jumpHeight);
instead.
Also, have you tried different values for jumpHeight? 5 might be way to small depending on the mass you set for your rigidbody.
And make sure you haven't restricted any axes in the inspector.
// Note: If you want the object to move in a reliable predictable way but still allow physics interactions, use MovePosition (set the object to kinematic if you want it to be unaffected by physics but still be able to affect other things, and uncheck kinematic if you want both objects to be able to be acted on by physics.
If you want to move your object but let physics handle the finer details, add a force.
playerRigidbody.rigidbody2D.AddForce(Vector3.up * 10 * Time.deltaTime);
use Vector.up, Vector.down, vector.right, Vectore.left along with time.deltaTime to have smooth movement along the frame.
I'm wanting to have a script that when I click in my scene, my player will rotate and have a force added to it and will travel until it has reached the clicked point in my scene.
Right now I have it working using Vectors and having my player lerp from one point to another. But I want to amend it so I can use physics and get a better sense of my player moving. Like have him speed up to start moving and slowing down as he reaches my target loction
My script now looks like this
public GameObject isActive;
public float speed;
public Ray ray;
public Rigidbody rigidBody;
public Vector3 targetPoint;
// Use this for initialization
void Start ()
{
targetPoint = transform.position;
}
// Update is called once per frame
void Update ()
{
}
void FixedUpdate()
{
if (Input.GetMouseButton(0))
{
targetPoint = Camera.main.ScreenToWorldPoint (Input.mousePosition);
ChangeRotationTarget ();
}
Quaternion targetRotation = Quaternion.LookRotation (targetPoint - transform.position);
transform.rotation = Quaternion.Slerp (transform.rotation, targetRotation, speed * Time.deltaTime);
rigidbody.position = Vector3.Lerp(transform.position, targetPoint, speed * Time.fixedDeltaTime);
}
void ChangeRotationTarget ()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
Plane playerPlane = new Plane (Vector3.up, transform.position);
float hitdist = 0.0f;
if (playerPlane.Raycast (ray, out hitdist))
{
targetPoint = ray.GetPoint (hitdist);
}
}
However, when I run this, he just slides from one point to another. Regardless of the drag or mass I put in my rigidbody.
Can someone help me make my changes? Or point me in the right direction
I didn't had time to test this, but it should almost be what you are looking for. Just apply your Quaternion and Rotation codes to it.
void FixedUpdate() {
if (Input.GetMouseButton(0))
{
targetPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
if (rigidBody.position != targetPoint)
{
reachedTargetPoint = false;
if (reachedTargetPoint == false)
{
GetComponent<Rigidbody>().AddForce(speed);
}
}
//zoneBeforeReachingTP should be how much units before reaching targetPoint you want to start to decrease your rigidbody velocity
if (rigidBody.position == (targetPoint - zoneBeforeReachingTP))
{
//speedReductionRate should be how much of speed you want to take off your rigidBody at the FixedUpdate time rate
rigidBody.velocity = speedReductionRate;
}
if(rigidBody.position == targetPoint)
{
rigidBody.velocity = new Vector3(0, 0, 0);
reachedTargetPoint = true;
}
ChangeRotationTarget();
}
}
That's because you modify the rigidbody.position, and your logic overrides the physics. What you have to do instead is to ApplyForce every physics frame, probably with ForceMode.Force or ForceMode.Acceleration.