Unity 2D Top Down Shooter movement issue C# - c#

I am trying to make a simple 2D Top-Down Shooter in Unity. I have the basic movement and following of the mouse, but there is an issue in the movement.
Whenever you press say Up and Right at the same time, it moves diagonally as you would expect, but when you let go of the Up key, it keeps going diagonally where I want it to move Right. My code for handling the movement is:
private void Update ()
{
if (Input.GetKey(Up)) {
Debug.Log("UP");
Vector3 velUp = rigidbody2D.velocity;
velUp.y = walkSpeed;
rigidbody2D.velocity = velUp;
}
else if (Input.GetKey(Down)) {
Vector3 velDown = rigidbody2D.velocity;
velDown.y = walkSpeed*-1;
rigidbody2D.velocity = velDown;
}
else if (Input.GetKey(Left)) {
Vector3 velLeft = rigidbody2D.velocity;
velLeft.x = walkSpeed*-1;
rigidbody2D.velocity = velLeft;
}
else if (Input.GetKey(Right)) {
Vector3 velRight = rigidbody2D.velocity;
velRight.x = walkSpeed;
rigidbody2D.velocity = velRight;
}
else {
Vector3 velStop = rigidbody2D.velocity;
velStop.x = 0;
velStop.y = 0;
rigidbody2D.velocity = velStop;
}
//rotation
Vector3 mousePos = Input.mousePosition;
Vector3 objectPos = Camera.main.WorldToScreenPoint (transform.position);
mousePos.x = mousePos.x - objectPos.x;
mousePos.y = mousePos.y - objectPos.y;
float angle = Mathf.Atan2(mousePos.y, mousePos.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle));
}
How can I get the movement to behave as I mentioned? With it moving diagonally like this makes the movement seem off.
Any help is greatly appreciated. Thanks.

You start with a velocity of 0, then you add up all the movements directions you have. Then you normalize the vector and scale it to your movement speed. Otherwise the player moves faster, if walking diagonal.
I haven't checked the code, but something like this will do:
void Update () {
Vector3 vel = new Vector3();
if(Input.GetKey(Up)){
Debug.Log("UP");
Vector3 velUp = new Vector3();
// just use 1 to set the direction.
velUp.y = 1;
vel += velUp;
}
else if(Input.GetKey(Down)){
Vector3 velDown = new Vector3();
velDown.y = -1;
vel += velDown;
}
// no else here. Combinations of up/down and left/right are fine.
if(Input.GetKey(Left)){
Vector3 velLeft = new Vector3();
velLeft.x = -1;
vel += velLeft;
}
else if(Input.GetKey(Right)){
Vector3 velRight = new Vector3();
velRight.x = 1;
vel += velRight;
}
// check if player wants to move at all. Don't check exactly for 0 to avoid rounding errors
// (magnitude will be 0, 1 or sqrt(2) here)
if (vel.magnitude > 0.001) {
Vector3.Normalize(vel);
vel *= walkSpeed;
rigidbody2D.velocity = vel;
}
//rotation
Vector3 mousePos = Input.mousePosition;
Vector3 objectPos = Camera.main.WorldToScreenPoint (transform.position);
mousePos.x = mousePos.x - objectPos.x;
mousePos.y = mousePos.y - objectPos.y;
float angle = Mathf.Atan2(mousePos.y, mousePos.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle));
}
Regarding Normalize have a look at this image.
If you walk only upwards or right you would move with speed 1 (which we later multiply with your desired speed). But if you walk diagonal you walk with about 1.4 times the desired speed (green vector). Normalize keeps the direction of the vector intact, but gives you a length (also called "magnitude") of 1 (red vector).
In older shooters you may find a bug called "bunny hopping". I'm not sure if this is the source of the problem, but I would guess it is.
Regarding vel.magnitude > 0.001:
We actually want to know if vel.magnitude > 0. But vel.magnitude is the result of a calculation and thus may contain rounding errors. If you work with floating-point values always keep that in mind. The check itself is done because the Normalize method needs to divide by the magnitude and division by zero is evil. Not sure if Normalize checks for this itself.

It seems the only time you force your velocity to nothing is when there isn't any key being pressed.
I might suggest adding some checks to see when Input.GetKeyUp is true, and set the rigidbody2D.velocity's x or y values to 0, maybe something like this:
void Update () {
if (Input.GetKeyUp(Up) || Input.GetKeyUp(Down)) {
rigidbody2D.velocity.y = 0;
}
if (Input.GetKeyUp(Left) || Input.GetKeyUp(Right)) {
rigidbody2D.velocity.x = 0;
}
...

Related

Slow down player gradually using rigidbody?

I'm making a 2D platformer and want the player to slowly slow down after releasing the left/right buttons.
I haven't found any good solutions on the internet. Here is my code:
bool isSprinting = Input.GetButton("Sprint");
float playerInput = Input.GetAxis("Horizontal");
if(!isSprinting)
{
rb.velocity = new Vector2(playerInput * moveSpeed, rb.velocity.y);
}
else
{
rb.velocity = new Vector2(playerInput * runSpeed, rb.velocity.y);
}
if(rb.velocity.x > 0)
{
transform.localScale = Vector3.one;
}
else if(rb.velocity.x < 0)
{
transform.localScale = new Vector3(-1f, 1f, 1f);
}
You can manually reduce the velocity, use Rigidbody2D.Drag, or use Input smoothening.
To manually slow down the Rigidbody2D, you could do something like the following. This should only be done in a FixedUpdate to keep consistent behavior even with varying frame rates.
const float SMALL_INPUT_CONSTANT = 0.01f;//increase to slow down even if a controller's joystick is slightly pressed
const float LERP_CONST_BETWEEN_0_AND_1 = 0.05f;//increase to slow down faster
if(Mathf.Abs(playerInput) < SMALL_INPUT_CONSTANT){
rb.velocity = new Vector2(Mathf.Lerp(rb.velocity.x, 0, LERP_CONST_BETWEEN_0_AND_1), rb.velocity.y);
}
else
{
//insert other movement code here (the if(!isSprinting)...else... code you posted), because you shouldn't set the velocity if the user isn't giving `Horizontal` input
}
You can increase Rigidbody2D.Drag in the Editor, it's labeled as Linear Drag. This will make the Rigidbody2D fall like a feather, so only use it if that's what you want.
I haven't used Input smoothening, but I think it would be the Gravity variable in the Input Manager.

How to use LookRotation to rotate an object based on hand positions?

I'm creating an interaction system for a VR game and I'm struggling with two hand interactions. I'm using the Quaternion.LookRotation() method to generate the rotation of the grabbed object based on the positions and rotations of the hands. The forward part is pretty simple:
Vector3 fwd = (primaryHand.position - secondaryHand.position).normalized;
The "up" part is what I have difficulty with. Initially I tried using the average up direction of both hands:
Vector3 avgUp = Quaternion.Slerp(primaryHand.rotation, secondaryHand.rotation, 0.5f) * Vector3.up;
There is an issue with this approach: the hand's up vector might get aligned with the fwd vector, which causes the object to flip over when it goes over it. Here is a simple illustration of the problem:
The light green arrows represent the up direction of the hands, while the dark green is the calculated direction used as an argument for the LookRotation() method.
The obvious solution seems to be to pick a different fixed vector instead of "up", one which won't be so easily aligned with the fwd vector. In the example it could be a vector aligned with the fingers. But keep in mind that there are no restrictions on initial hand rotation so no matter which vector you choose the hands can always happen to be rotated so that the vectors align. And even if you pick the an optimal vector dynamically (one that is perpendicular to fwd), it's still at best 90 degrees from aligning with fwd.
To solve this I tried restricting the direction to the values which don't cause problems but this caused another issues (I had difficulties with determining which values are ok and which should be discarded). I feel like I'm doing something wrong here, is there any better solution to this problem?
You can calculate the delta rotations of the hands and apply it to the "base up" of the object (the new up if we only take into account the change in position of hands...which will of course be orthogonal to the axis of the object). Then determine the change in angle that results in that up being rotated with each hand. Average those angles out, then apply those angles with the hand-hand axis using Quaternion.AngleAxis to the "base up" from earlier. Then you have your forward and up for Quaternion.LookRotation).
Below is an example of how you can use this, including VR hand noise simulation. To see the test, create a new scene in unity and attach this to the camera and it will build the scene on play start. There is a grip/release gui that will appear in Play view. You can adjust the hand rotation in Scene view
Vector3 leftHandPosCurrent;
Vector3 rightHandPosCurrent;
Vector3 worldAxisPrev;
Quaternion leftHandRotPrev;
Quaternion leftHandRotCurrent;
Quaternion rightHandRotPrev;
Quaternion rightHandRotCurrent;
bool isGripping;
bool firstFrameGripping;
Rigidbody grippedRB;
Transform leftHand;
Transform rightHand;
Quaternion targetRot;
/*
* On subsequent frames of gripping, calculate deltas in positions and
* rotations, average out the hand's effects, then apply them to the gripped
* object
*/
void HandleGrippedRot()
{
Vector3 worldAxisCurrent = rightHandPosCurrent - leftHandPosCurrent;
if (!firstFrameGripping)
{
Vector3 prevUp = targetRot * Vector3.up;
// we haven't moved the transform based on the hands yet, so
// find the new up would be ignoring hand rotations
Vector3 newUp = Quaternion.FromToRotation(worldAxisPrev,
worldAxisCurrent) * prevUp;
float leftHandAngle = GetDegRot(newUp, leftHandRotPrev,
leftHandRotCurrent, worldAxisCurrent);
float rightHandAngle = GetDegRot(newUp, rightHandRotPrev,
rightHandRotCurrent, worldAxisCurrent);
float avgAngle = (leftHandAngle + rightHandAngle) * 0.5f;
newUp = Quaternion.AngleAxis(avgAngle, worldAxisCurrent) * prevUp;
targetRot = Quaternion.LookRotation(worldAxisCurrent,
newUp);
}
else
{
firstFrameGripping = false;
}
leftHandRotPrev = leftHandRotCurrent;
rightHandRotPrev = rightHandRotCurrent;
worldAxisPrev = worldAxisCurrent;
}
/*
* Given the "up" of the object without taking hand rotations into account
* and the axis, determine how a hand's delta rotation affects that up
* around the axis and return the angle of that rotation
*/
float GetDegRot(Vector3 baseUp, Quaternion prevHandRot, Quaternion curHandRot,
Vector3 axis)
{
Vector3 adjUp = (curHandRot * Quaternion.Inverse(prevHandRot)) * baseUp;
adjUp = Vector3.ProjectOnPlane(adjUp, axis);
return Vector3.SignedAngle(baseUp, adjUp, axis);
}
void Update()
{
AddVRNoise(leftHand);
AddVRNoise(rightHand);
leftHandPosCurrent = leftHand.position;
rightHandPosCurrent = rightHand.position;
leftHandRotCurrent = leftHand.rotation;
rightHandRotCurrent = rightHand.rotation;
if (isGripping)
{
HandleGrippedRot();
}
}
void StartGrip()
{
if (isGripping) return;
isGripping = true;
firstFrameGripping = true;
// grippedTransform is set accordingly at some point
}
void EndGrip()
{
if (!isGripping) return;
isGripping = false;
}
/*
* example of using targetRot to move rb
*/
private void FixedUpdate()
{
if (!isGripping) return;
Quaternion delta = targetRot
* Quaternion.Inverse(grippedRB.transform.rotation);
delta.ToAngleAxis(out float angle, out Vector3 axis);
// convert to shortest angle form
if (angle > 180f)
{
axis = -axis; angle = 360f - angle;
}
grippedRB.angularVelocity = angle * 0.25f * axis;
}
/*
* just for testing purposes
*/
void Start()
{
leftHand = CreateHand(true);
leftHand.position = Vector3.left;
rightHand = CreateHand(false);
rightHand.position = Vector3.right;
CreateArrow();
}
/*
* just for testing purposes
*/
void AddVRNoise(Transform hand)
{
Quaternion noise = Random.rotation;
noise.ToAngleAxis(out float angle, out Vector3 axis);
angle = 100f * Time.deltaTime;
noise = Quaternion.AngleAxis(angle, axis);
Quaternion noisyRot = hand.rotation * noise;
hand.rotation = noisyRot;
}
/*
* just for testing purposes
*/
void OnGUI()
{
if (GUI.Button(new Rect(0, 0, 100, 50), "Grip"))
{
StartGrip();
}
if (GUI.Button(new Rect(100, 0, 100, 50), "Release"))
{
EndGrip();
}
}
/*
* just for testing purposes
*/
Transform CreateHand(bool isLeft)
{
string handName = isLeft ? "Left" : "Right";
GameObject hand = new GameObject($"{handName}hand");
GameObject palm = GameObject.CreatePrimitive(PrimitiveType.Cube);
palm.transform.localScale = new Vector3(0.5f, 0.2f, 1f);
palm.transform.SetParent(hand.transform);
GameObject thumb = GameObject.CreatePrimitive(PrimitiveType.Cube);
thumb.transform.localScale = new Vector3(0.2f, 0.1f, 0.1f);
thumb.transform.SetParent(hand.transform);
thumb.transform.localPosition = new Vector3(isLeft ? 0.32f : -0.32f,
0f, -.31f);
return hand.transform;
}
/*
* just for testing purposes
*/
void CreateArrow()
{
GameObject arrow = new GameObject();
GameObject body = GameObject.CreatePrimitive(PrimitiveType.Cube);
body.transform.localScale = new Vector3(1f, 1f, 5f);
body.transform.SetParent(arrow.transform);
GameObject head = GameObject.CreatePrimitive(PrimitiveType.Cube);
head.transform.SetParent(arrow.transform);
head.transform.localEulerAngles = Vector3.up * 45f;
head.transform.localPosition = new Vector3(0f, 0f, 2.5f);
grippedRB = arrow.AddComponent<Rigidbody>();
grippedRB.useGravity = false;
arrow.transform.position = 2f * Vector3.up;
}

Unity/C# - Cannot move backwards

I'm new to Unity/C#, working on a script for PS4 controller, to get my character to be able to move in any directions using left stick and aim using right stick.
I used raycast to prevent my avatar from going through walls; that solved my issue of walking directly through walls.
However, when I aimed with right stick and moved in an opposite direction with my left, it still passed through the walls.
To tackle that, I adjusted the raycast parameter by adding the direction of the left stick (movement).
That worked, but it gave birth to a bug - I couldn't move backwards directly at all.
Diagonal-backs were fine, but I simply cannot move backwards in an open space.
Here is my code:
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class NewMove : MonoBehaviour
{
Rigidbody m_Rigidbody;
public float m_Speed = 10f;
public float DashStamina = 100f;
void Start()
{
//Fetch the Rigidbody from the GameObject with this script attached
m_Rigidbody = GetComponent<Rigidbody>();
}
void FixedUpdate()
{
// Left Stick Input - Movement
float HorizontalMovementInput = Input.GetAxis("LStickHorizontal");
float VerticalMovementInput = Input.GetAxis("LStickVertical");
// Right Stick Input - Aim
float RSHorizontalMovementInput = Input.GetAxis("RStickHorizontal");
float RSVerticalMovementInput = Input.GetAxis("RStickVertical");
Vector3 CharDirection = new Vector3(HorizontalMovementInput, 0, VerticalMovementInput);
if (Input.GetButton("SubMovement") && DashStamina > 1)
// Dash speed
{
Vector3 fwd = transform.TransformDirection(Vector3.forward);
if (Physics.Raycast(transform.position + CharDirection, fwd, 3) == false)
{
//Store user input as a movement vector
Vector3 m_Input = new Vector3(Input.GetAxis("LStickHorizontal"), 0, Input.GetAxis("LStickVertical"));
//Apply the movement vector to the current position, which is //multiplied by deltaTime and speed for a smooth MovePosition
m_Rigidbody.MovePosition(transform.position + m_Input * Time.fixedDeltaTime * (m_Speed * 2));
DashStamina -= 0.5f;
}
}
else
// Normal running speed
{
Vector3 fwd = transform.TransformDirection(Vector3.forward);
if (Physics.Raycast(transform.position + CharDirection, fwd, 3) == false)
{
Vector3 m_Input = new Vector3(Input.GetAxis("LStickHorizontal"), 0, Input.GetAxis("LStickVertical"));
m_Rigidbody.MovePosition(transform.position + m_Input * Time.fixedDeltaTime * m_Speed);
DashStamina += 0.05f;
}
}
//Faces Archer to last direction of left stick
transform.LookAt(transform.position + CharDirection);
//Faces Archer to aiming direction of right stick; will override above
Vector3 CharAim = new Vector3(RSHorizontalMovementInput, 0, RSVerticalMovementInput);
transform.LookAt(transform.position + CharAim);
DashStamina = Mathf.Clamp(DashStamina, 0, 100);
}
}
Please advise.

When I make an object face a mouse cursor in Unity it eventually offsets

I made a script that makes the player point towards the mouse cursor, but recently I discovered a bug. When I move the mouse cursor too much (An example being when I spin the mouse around the object in circles, causing the object to move around.), the object ends up pointing a bit off of where the mouse should be. As in, the cursor would signal the object to look at it, and the object ends up looking the slightest bit off, making it feel quite odd after maneuvering quickly. How can I make it so the object always faces the cursor, with no offsets, even when I move the cursor as much as possible.
private void LateUpdate()
{
Vector3 lookAtPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector3 mousePoint = new Vector3(lookAtPoint.x, lookAtPoint.y, 0);
float angle = getAngle(transform.position, mousePoint);
transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.Euler(0, 0, angle), 9f * Time.deltaTime);
float getAngle(Vector3 currentLocation, Vector3 mouseLocation)
{
float x = mouseLocation.x - currentLocation.x;
float y = mouseLocation.y - currentLocation.y;
return angle = Mathf.Rad2Deg * Mathf.Atan2(y, x);
}
}
Looks like it's down to the way that you are using Quaternion.Lerp(). In particular, the last parameter - it is meant to be a value between 0f and 1f which you supply, it does not auto-increment for you.
So to fix this issue, what you want to do is save off a float somewhere. When you move the mouse (mouse position has changed since last frame) then start that value at 0f again. Then increment it at some value every frame until it is equal to or greater than 1f.
Doing this will not only fix your bug. It will, depending on how fast your increment, give you a smooth rotation effect. Below is an example.
internal class SomeClass : MonoBehaviour
{
private float lerpAmount = 0f;
private Vector3 cachedMousePosition = Vector3.zero;
private void LateUpdate()
{
var mousePosition
= Camera.main.ScreenToWorldPoint(Input.mousePosition)
* new Vector3(1, 1, 0);
bool recalculateRotation = false;
if (this.cachedMousePosition != mousePosition)
{
this.lerpAmount = 0f;
recalculateRotation = true;
}
if (this.lerpAmount < 1f)
{
this.lerpAmount = Mathf.Min(this.lerpAmount + Time.deltaTime, 1f);
recalculateRotation = true;
}
if (recalculateRotation)
{
float angle = getAngle(transform.position, mousePoint);
transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.Euler(0, 0, angle), this.lerpAmount);
}
float getAngle(Vector3 currentLocation, Vector3 mouseLocation)
{
float x = mouseLocation.x - currentLocation.x;
float y = mouseLocation.y - currentLocation.y;
return angle = Mathf.Rad2Deg * Mathf.Atan2(y, x);
}
}

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
}
}
}
}
}

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