Unity 2d C# character flipping but weapon doesn't - unity3d

It was made so that when my character look to a side its model would flip from right to left. The problem is that the weapon that he carries doesn't and it just upside down.
For reference in visuals use the game Nuclear Throne.
The code for my character is this:
void Update
{
if (mousePos.x < transform.position.x && FacingRight)
{
Flip();
}
else if (mousePos.x > transform.position.x && !FacingRight)
{
Flip();
}
}
void Flip()
{
FacingRight = !FacingRight;
transform.Rotate(0f, 180f, 0f);
}
and for the weapon, which I put in the Aim empty game object
void Update()
{
Vector2 direction = (PointerPosition - (Vector2)transform.position).normalized;
transform.right = direction;
Vector2 scale = transform.localScale;
if(direction.x < 0)
{
scale.y = -1;
}
else if (direction.x > 0)
{
scale.y = 1;
}
transform.localScale = scale;
}
For when my weapon looks left my y scale to be -1 and to cause the weapon to flip.

Related

Is there a way to have an object with rigidbody tilt but not rotate (cube)?

I am working on a project where a player can control a cube and move it around. I love having physics on the cube, but when manuevering, it is very difficult to time a jump when the cube is spinning all over the place. I would like the player to be able to move the cube along the ground, and the cube would gradually tilt towards the direction they are moving it, but not flip entirely. I don't know if it would even work conceptually, but if someone could help me figure out how to alter my code to keep it grounded but still tilt. Thank you.
{
public GameObject Camera;
Collider coll;
private bool isGrounded;
Rigidbody rb;
Vector3 velocity;
public float speed = 12f;
public float gravity = -9.8f;
public float jumpStrength = 1000f;
// Start is called before the first frame update
void Start()
{
Camera = GameObject.Find("Main Camera");
rb = GetComponent<Rigidbody>();
}
void OnCollisionEnter(UnityEngine.Collision collision)
{
if (collision.gameObject.tag == "Floor")
{
isGrounded = true;
Debug.Log("Is Grounded");
}
}
void OnCollisionExit(UnityEngine.Collision collision)
{
if (collision.gameObject.tag == "Floor")
{
isGrounded = false;
Debug.Log("Is Not Grounded");
}
}
// Update is called once per frame
void Update()
{
Camera.transform.position = new Vector3(transform.position.x, transform.position.y + 2.38f, transform.position.z - 3.45f);
if (isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
float mH = Input.GetAxis("Horizontal");
float mV = Input.GetAxis("Vertical");
rb.velocity = new Vector3(mH * speed, rb.velocity.y, mV * speed);
if(isGrounded && Input.GetButtonDown("Jump"))
{
velocity.y = Mathf.Sqrt(3 * -2 * gravity);
}
velocity.y += gravity * Time.deltaTime;
if(Input.GetButtonDown("Jump") && isGrounded)
{
rb.AddForce(0f, jumpStrength, 0f);
Debug.Log("Jump");
}
}
}

Player won't jump in unity2d

here's my jump code it updates in void Update
void Jump()
{
if(isgrounded == true)
{
amountofjumps = jumps;
}
if(Input.GetKeyDown(KeyCode.UpArrow) && amountofjumps > 0)
{
rb2d.velocity = Vector2.up * jump * Time.deltaTime;
amountofjumps--;
}
else if(Input.GetKeyDown(KeyCode.UpArrow) && amountofjumps == 0 && isgrounded == true)
{
rb2d.velocity = Vector2.up * jump * Time.deltaTime;
}
}
here are the variables I use for my jump code
bool isgrounded;
public float groundcheckradius;
public LayerMask whatisground;
public float jump;
private int amountofjumps;
public int jumps;
here's how I detect the ground
void checkforground()
{
isgrounded = Physics2D.Raycast(transform.position,Vector2.down, groundcheckradius,whatisground);
}
void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawLine(transform.position, transform.position + Vector3.down * groundcheckradius);
}
thanks in advance
Velocity is often used for moving object try rigidbody2d.AddForce() instead.
void Jump()
{
if (isgrounded == true)
{
amountofjumps = jumps;
}
if (Input.GetKeyDown(KeyCode.UpArrow) && amountofjumps > 0 && isgrounded == true)
{
rb2d.AddForce(transform.up * jump, ForceMode2D.Impulse);
amountofjumps--;
}
}
First of all Time.deltaTime makes no sense when setting a velocity. A velocity already is frame-rate independent so when you multiply a velocity by Time.deltaTime (about 0.017 for 60 fps) it becomes extremely small/slow.
Secondly currently you overwrite the entire velocity so if your player is moving forward it will completely stop any movement on the X axis.
And finally when you are grounded you want always be able to jump ... not only if amountofjumps == 0 which will never be the case since right before you have set it to amountofjumps = jumps;! You don't want to check the amountofjumps at all when jumping from the ground!
You would probably rather use e.g.
// get the current velocoty of the rigidbody
var velocity = rb2d.velocity;
// Only overwrite the Y velocity with the jump
velocity.y = jump;
// re-assign the changed vector to the rgidbody
rb2d.velocity = velocity;
And then I would change the logic to something like e.g.
private void Jump()
{
if(isgrounded)
{
amountofjumps = jumps;
// when you are grounded you can always jump!
// Not only when the amountofjumps == 0
// actually when you are grounded the amountofjumps shouldn't matter at all
if(Input.GetKeyDown(KeyCode.UpArrow))
{
DoJump();
}
}
// As before while not grounded the amountofjumps is taken into account
else if(amountofjumps > 0)
{
if(Input.GetKeyDown(KeyCode.UpArrow))
{
DoJump();
}
}
}
private void DoJump()
{
// get the current velocoty of the rigidbody
var velocity = rb2d.velocity;
// Only overwrite the Y velocity with the jump
velocity.y = jump;
// re-assign the changed vector to the rgidbody
rb2d.velocity = velocity;
// Always reduce the amount of jumps also when jumping from the ground
amountofjumps--;
}

Move an object to another object with Lerp if the distance between them becomes too far in Unity

I want to move a cube A to another cube B using Lerp, but only if the distance between them is greater than 2.0f. But since Lerp is applied in multiple Update() frames, in the next Update() the distance between the two cubes is 1.9 for example, and the code doesn´t enter in the if statment and the cube A just stops there.
How could I move the cube A to cube B?
void Start()
{
startPos = transform.position;
}
void Update()
{
float distance = Vector3.Distance(transform.position, nextStepPos.position);
if (distance > 2.0f)
{
transform.position = Vector3.Lerp(transform.position, nextStepPos.position, speed * Time.deltaTime);
}
else
{
transform.position = startPos;
}
}
I would use Vector3.MoveTowards instead of Lerp and use a Coroutine for this:
[SerializeField] Transform nextStepPos;
Coroutine moveToOtherCoroutine;
float moveSpeed = 1f; // world units per second
void Start()
{
moveToOtherCoroutine = null;
}
void Update()
{
if (distance > 2.0f)
{
if (moveToOtherCoroutine == null)
moveToOtherCoroutine = StartCoroutine(DoMoveToOther());
}
}
IEnumerator DoMovetoOther()
{
while (true)
{
Vector3 newPos = Vector3.MoveTowards(transform.position, nextStepPos.position,
Time.deltaTime * moveSpeed);
transform.position = newPos;
if (newPos == nextStepPos.position)
{
break;
}
yield return null;
}
// If you want to allow moving to the cube on distance > 2.0f again
// moveToOtherCoroutine = null;
// Stuff that should happen when reach next step should happen here
}

unity | Create and destroy Jostick dynamically with touch

I want to make a jostick that created (Instatiated or whatever) in touch position(Input.getTouch(i).position) and destroyed when user doesn't touch the screen anymore. This is the source code below. Please give me an idea how to do it. Thank you.
using UnityEngine;
using System.Collections;
public class joy : MonoBehaviour
{
public GameObject joystick; //Self explanitory
public GameObject bg; //Background object for the joystick boundaries
public const float deadzone = 0f; //Deadzone for the joystick
public const float radius = 2.0f; //The radius that the joystick thumb is allowed to move from its origin
public Camera cam;
protected Collider joyCol;
protected int lastfingerid = -1; //Used for latching onto the finger
public Vector2 position = Vector2.zero;
void Awake ()
{
joyCol = bg.GetComponent<Collider>();
}
public void Disable ()
{
gameObject.active = false; //Turns off the joystick when called
}
public void ResetJoystick () //Called when the joystick should be moved back to it's original position (relative to parent object)
{
lastfingerid = -1;
joystick.transform.localPosition = Vector3.zero;
}
void Update ()
{
if (Input.touchCount == 0)
{
ResetJoystick (); //I would have figured this would be obvious? :P
}
else
{
for (int i=0; i < Input.touchCount; i++)
{
Touch touch = Input.GetTouch(i);
bool latchFinger = false;
if (touch.phase == TouchPhase.Began) //When you begin the touch, the code here gets called once
{
//Vector3 touchpos = Input.GetTouch(i).position;
//touchpos.z = 0.0f;
//Vector3 createpos = cam.ScreenToWorldPoint(touchpos);
Ray ray = cam.ScreenPointToRay (touch.position); //Creates a ray at the touch spot
RaycastHit hit; //Used for determining if something was hit
//joystick = (GameObject)Instantiate(Resources.Load("Type3/joystick"),createpos, Quaternion.identity);
//bg = (GameObject)Instantiate(Resources.Load("Type3/Bg"),createpos, Quaternion.identity);
if (joyCol.Raycast(ray,out hit,Mathf.Infinity)) //The ray hit something...
{
if (hit.collider == joyCol) //Apparently, that ray hit your joystick
{
latchFinger = true; //This turns on and sets off a chain reaction
}
}
}
if (latchFinger ) //Latch finger being true turns this code on
{
if ((lastfingerid == -1 || lastfingerid != touch.fingerId))
{
lastfingerid = touch.fingerId;
}
}
if (lastfingerid == touch.fingerId) //The real meat of the code
{
Vector3 sTW = cam.ScreenToWorldPoint (new Vector3 (touch.position.x, touch.position.y, 1)); //Transforms the screen touch coordinates into world coordinates to move our joystick
joystick.transform.position = sTW; //Hurr :O
joystick.transform.localPosition = new Vector3(joystick.transform.localPosition.x,joystick.transform.localPosition.y,0);
//float xClamp = Mathf.Clamp (joystick.transform.localPosition.x, xClampMin, xClampMax); //Limit movement to the boundaries
//float yClamp = Mathf.Clamp (joystick.transform.localPosition.y, yClampMin, yClampMax);
/*float distFromCenter = Mathf.Sqrt(joystick.transform.localPosition.x*joystick.transform.localPosition.x + joystick.transform.localPosition.y*joystick.transform.transform.localPosition.y);
float actualPercent = Mathf.Clamp01(distFromCenter/radius);
float percent = Mathf.Clamp01((distFromCenter - deadzone)/(radius - deadzone));
*/
joystick.transform.localPosition = Vector3.ClampMagnitude(joystick.transform.localPosition,radius);
//joystick.transform.localPosition = new Vector3 (xClamp, yClamp, joystick.transform.localPosition.z); //Finally, the joystick moves like it should with everything in place
if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled)
{
ResetJoystick ();
}
}
Ray touchray = cam.ScreenPointToRay (touch.position); //Creates a ray at the touch spot
//RaycastHit hit; //Used for determining if something was hit
Debug.DrawRay (touchray.origin, touchray.direction * 100, Color.yellow); //Delete this line. It's not important.
}
}
//set our position variables x and y values to the joysticks values but clamped to a percent value instead of world coords
position.x = joystick.transform.localPosition.x/radius;
position.y = joystick.transform.localPosition.y/radius;
if(position.magnitude < deadzone)
{
position.x = 0;
position.y = 0;
}
}
}

Character Stuck On Walls

I recently started using Unity2D and put together a simple character controller with a rigidbody and colliders. The way it is set up now is a circle collider for the feet and a box collider for the rest of the body. The reason I did this is a box collider on the feet causes the character to sometimes get stuck moving across tiles. The problem I am trying to fix happens when the character is pressed against a wall. While moving horizontally into a wall gravity and jumping seem to have no affect. He gets stuck in the wall. I believe it has something to do with friction because when I set the block material to 0 friction he no longer has this problem. However, when I do this he becomes slippery enough to slide off the edge of blocks because of the circle collider on his feet. Any suggestions/fixes would be much appreciated.
public class SpriteController : MonoBehaviour {
public float maxSpeed = 2f;
bool facingRight = true;
Animator anim;
bool grounded = false;
bool swimming = false;
public Transform groundCheck;
float groundRadius = 0.05f;
public LayerMask whatIsGround;
public float jumpForce = 700f;
public float swimForce = 10f;
public PhysicsMaterial2D myMaterial;
void Start ()
{
anim = GetComponent<Animator> ();
}
void FixedUpdate ()
{
grounded = Physics2D.OverlapCircle (groundCheck.position, groundRadius, whatIsGround);
anim.SetBool ("Ground", grounded);
anim.SetFloat ("vSpeed", rigidbody2D.velocity.y);
float move = Input.GetAxis ("Horizontal");
anim.SetFloat ("Speed", Mathf.Abs (move));
rigidbody2D.velocity = new Vector2 (move * maxSpeed, rigidbody2D.velocity.y);
if (move > 0 && !facingRight)
Flip ();
else if (move < 0 && facingRight)
Flip ();
}
void Update()
{
Spin();
if (grounded && Input.GetKeyDown (KeyCode.Space))
{
anim.SetBool ("Ground", false);
rigidbody2D.AddForce(new Vector2(0, jumpForce));
}
else if(swimming && Input.GetKey (KeyCode.Space)) rigidbody2D.AddForce(new Vector2(0, swimForce));
}
void Spin()
{
if(Input.GetKeyDown ("f")) anim.SetBool("Spin", true);
if(Input.GetKeyUp ("f")) anim.SetBool("Spin", false);
}
void Flip()
{
facingRight = !facingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
void OnTriggerEnter2D(Collider2D collider)
{
if (collider.gameObject.tag == "Water") {
rigidbody2D.drag = 15;
swimming = true;
grounded = false;
}
}
void OnTriggerExit2D(Collider2D collider)
{
if (collider.gameObject.tag == "Water"){
rigidbody2D.drag = 0;
swimming = false;
}
}
}
Friction being set to 0 should be fine. How far away from the edge of the block does the character start to slip? You could try shrinking the size of the circle collider relative to the character (particularly width). If all your other physics work OK it might be something to do with the positioning or size of the circle collider.
Here, my fix which works quite well for me.
I've just checked whether the player is colliding with something which is not the ground. In this particular case, I disable the Player (user input) movement :
void FixedUpdate ()
{
grounded = Physics2D.OverlapCircle (groundCheck.position, groundRadius, whatIsGround);
anim.SetBool ("Ground", grounded);
anim.SetFloat ("vSpeed", rigidbody2D.velocity.y);
// -- JUST ADD THIS --
if (!grounded && rigidbody2D.IsTouchingLayers ()) {
return;
}
// -- END --
float move = Input.GetAxis ("Horizontal");
anim.SetFloat ("Speed", Mathf.Abs (move));
rigidbody2D.velocity = new Vector2 (move * maxSpeed, rigidbody2D.velocity.y);
if (move > 0 && !facingRight)
Flip ();
else if (move < 0 && facingRight)
Flip ();
}