Unity Rigidbody Click to move - c#

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.

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;
}
}

Unity2D move object up and back down with smooth transition

(I'm a beginner so please have patience with me).
How it needs to happend:
I have a player that can jump and hit a tile, on collision the tile with move a fixed distance up and come back down with a smooth transition.
What I have so far:
I am detecting the collision now there's only the matter of moving the tile up and down.
The catch
The tiles are suspended in air so basically they either don't have a RigidBody2D or they have one with gravity scale 0
What I've tried
Basically I've tried 2 solutions:
(I'm not limited to these 2, I want to implement the solution that is correct so I am open to other ideas)
I was thinking to simply take the current position, calculate another vector with another position, and lerp to the new position and then lerp back to the initial one.
Vector2 initialPosition = transform.position;
Vector2 targetPosition = new Vector2(initialPosition.x + 4f, initialPosition.y + 4f);
print("Initial position: " + initialPosition);
print("Target position: " + targetPosition);
Vector2.Lerp(initialPosition, targetPosition, 1f);
I tried adding a rigidbody with scale 0
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.tag == "Ground")
{
Jumping = false;
anim.SetInteger("State", 0);
}
// print("Colision layer: " + collision.collider.gameObject.layer);
if (collision.collider.gameObject.layer == Mathf.Log(layerMask.value, 2))
{
GameObject Tile = collision.gameObject;
Rigidbody2D rigidBody = Tile.GetComponent<Rigidbody2D>();
rigidBody.gravityScale = 1;
rigidBody.AddForce(new Vector2(0, 10f), ForceMode2D.Force);
StartCoroutine(MoveTileWithForce(rigidBody));
}
}
IEnumerator MoveTileWithForce(Rigidbody2D TileRigidBody)
{
yield return new WaitForSeconds(1);
TileRigidBody.AddForce(new Vector2(0, -5f), ForceMode2D.Force);
TileRigidBody.gravityScale = 0;
print("END MY COROUTINE, gravityScale: " + TileRigidBody.gravityScale);
}
I think the best way you can achieve this is in this simple way:
1
Make sure you have a box collider for your character and a Rigidbody and the same for the block you wanna move. For both of the colliders set on trigger. If you want to have another collider for the player in order to make him touch the ground or hit enemies you can add another box collider, but make sure you have one on trigger on his head
2
Add a script to the block you wanna move and also a tag to the player, for example "player"
3
Inside of this new script check if the block is triggering the player:
void OnTriggerEnter2D(Collision other)
{
if(other.compareTag("player"))
{ StartCoroutine(MovingBlock(0.5f, transform.position, upperPosition));}
|
It will enter inside the if when the player touches the block, it will start a coroutine that I will now write so you will understand the 0.5f and the other variables
IEnumerator MovingBlock(float time, Vector2 startpos, Vector2 endpos)
{
float elapsedTime = 0;
while (elapsedTime < time)
{
transform.position= Vector2.Lerp(startpos, endpos, (elapsedTime / time));
elapsedTime += Time.deltaTime;
yield return null;
}
elapsedTime = 0f;
while (elapsedTime < time)
{
transform.position= Vector2.Lerp(endpos, startpos, (elapsedTime / time));
elapsedTime += Time.deltaTime;
yield return null;
}
}
Basically, the Coroutine will move the object from startpos to endpos and then back again in the amount of time that you decide (in this case 0.5 seconds). I have used the Vector2 variable upperposition and it's just the height you want to reach with the platform.
If you want, you can also add inside the coroutine some yield return new WaitForSeconds(timeToWait) and make the platform wait in a certain position the amount of seconds you want (timeToWait)
Declare Vector2 initialPosition at the beginning of your class.
On Start() of the tile object you should get the initialPosition = transform.position.
And in the OnCollisionEnter2D(Collision2D collision) you could start a coroutine to bring the tile back down.
So for example:
Player Script:
public class Player : MonoBehaviour
{
public Rigidbody2D rb;
//Initialize the rigidbody on the editor.
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
rb.AddForce(new Vector2(0f, 1000f));
}
}
}
And the tile script:
public class MyTile : MonoBehaviour
{
Vector2 initialPosition;
float speed = 2f; //the speed the tile will go down.
private void Start()
{
initialPosition = transform.position;
}
private void OnCollisionEnter2D(Collision2D collision)
{
//The amount you want to go up on the Y component, for this example I used 2.
transform.position = new Vector2(transform.position.x, transform.position.y + 2f);
StartCoroutine(MoveTileDown());
}
IEnumerator MoveTileDown()
{
while (transform.position.y > initialPosition.y)
{
transform.position = Vector2.Lerp(transform.position, initialPosition, Time.deltaTime * speed);
yield return null; //Make it run every frame, just like Update()
}
StopCoroutine(MoveTileDown());
}
}
There are a lot of ways you can achieve the same result, this is just one of them.

How to face character in its movement direction and at the same time keep it aligned to any surface?

I want to move my player character(human) on a curved surface. But at the same time character shall stay perpendicular to the surface normals and it should face in the movement direction and can handle collisions(if there is a wall ahead, shall not be able to go through it).
I tried to make a parent stay over normals and change the child local rotation towards direction of motion of its parent. But it has several limitations as of now.
Here is the code what i was using:
[SerializeField] float raycastLength = 1f;
bool canPlayerMove = true;
public float speed = 2f;
public Vector3 offset; //object's position offset to ground / surface
public Quaternion childDirection;
private void Update()
{
float moveHorizontal = SimpleInput.GetAxis("Horizontal");
float moveVertical = SimpleInput.GetAxis("Vertical");
Ray ray = new Ray(transform.position, -transform.up);
RaycastHit hitInfo;
if (Physics.Raycast(ray, out hitInfo, raycastLength))
{
transform.rotation = Quaternion.LookRotation(Vector3.up, hitInfo.normal);
transform.position = hitInfo.point + offset;
Debug.DrawLine(ray.origin, hitInfo.point, Color.red);
}
if (canPlayerMove)
{
Vector3 movement = new Vector3(moveHorizontal, 0, moveVertical);
if (movement != Vector3.zero)
{
childDirection = Quaternion.Slerp(transform.GetChild(0).localRotation, Quaternion.LookRotation(movement), 0.15F);
transform.GetChild(0).localRotation = childDirection;
}
transform.Translate(movement * speed * Time.deltaTime, Space.Self);
}
}
first to not make your player go thru walls you want to add a collider to your walls and not set it as trigger, you will also need a rigidbody on your player and this will help in the next steps.
Secondly you will need to acces the rigidBody in code using this: (if you Check Use Gravity it will also stay on your terrain that you made)
private Rigidbody rb;
private float speed = 7.5f;
private void Start()
{
//this gets the rigidbody on the gameObject the script is currently on.
rb = this.GetComponent<Rigidbody>();
}
private void Update()
{
float hor = Input.GetAxis("Horizontal");
float vert = Input.GetAxis("Vertical");
//this will move your player frame independent.
rb.MovePosition(this.transform.position + new Vector3(hor, 0, vert) * speed *
Time.deltaTime);
}
Also make sure that you have a rigidBody on your player, else it will throw an error.

Character won't jump in Unity2D but entered the jump statement

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.

Shooting a ball (With gravity)

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
}

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