How can I fix the following error, 'RenderBuffer' does not contain a definition for 'velocity', in unity c#? - unity3d

I have a simple player movement script, but I am running into the following error 'RenderBuffer' does not contain a definition for 'velocity', and I don't know how to fix it.
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting.Antlr3.Runtime.Tree;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
private Rigidbody2D rb;
private BoxCollider2D coll;
private bool hasDoubleJumped = false;
[SerializeField] private float moveSpeed = 7f;
[SerializeField] private float jumpForce = 14f;
[SerializeField] private LayerMask jumpableGround;
private void Start()
{
rb = GetComponent<Rigidbody2D>();
coll = GetComponent<BoxCollider2D>();
}
private void Update()
{
float dirX = Input.GetAxisRaw("Horizontal");
rb.velocity = new Vector2(dirX * moveSpeed, rb.velocity.y);
if (Input.GetButtonDown("Jump") && IsGrounded())
{
hasDoubleJumped = false;
rb.velocity = new Vector2(RenderBuffer.velocity.x, jumpForce);
}
else if (Input.GetButtonDown("Jump") && !hasDoubleJumped)
{
hasDoubleJumped = true;
rb.velocity = new Vector2(RenderBuffer.velocity.x, jumpForce);
}
}
private bool IsGrounded()
{
return Physics2D.BoxCast(coll.bounds.center, coll.bounds.size, 0f, Vector2.down, .1f, jumpableGround);
}
}
I have tried changing a few things, but it doesn't seem to solve my problem.

On your jump logic you wrote RenderBuffer.velocity.x, seems out of place, try rb.velocity.x if you want to to access the current rigidbody velocity.

It looks like the problem is with the code RenderBuffer.velocity which is trying to access the velocity property of RenderBuffer, but velocity isn't a property of RenderBuffer. I notice you also have code like rb.veclocity where rb refers to a RigidBody (which does have a velocity property). Could you have a typo here? Perhaps you just need to replace RigidBody.velocity with rb.velocity in your code.

Related

How can I add a double jump to my player controller in unity (C#)

I am new to the world of programming and game design, I have followed a few tutorials, and now I am making my first own project. I am working with unity and c# and I already have a working player movement script, but I wanna add double jump to it, how can I do that?
I have tried following a few tutorials but none of them seem to work for me.
I have tried to add double jump now, but I am getting a lot of syntax errors, how can I fix that?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
private Rigidbody2D rb;
private BoxCollider2D coll;
[SerializeField] private float moveSpeed = 7f;
[SerializeField] private float jumpForce = 14f;
[SerializeField] private LayerMask jumpableGround;
// Start is called before the first frame update
private void Start()
{
rb = GetComponent<Rigidbody2D>();
coll = GetComponent<BoxCollider2D>();
}
// Update is called once per frame
private void Update()
{
float dirX = Input.GetAxisRaw("Horizontal");
rb.velocity = new Vector2(dirX * moveSpeed, rb.velocity.y);
if (Input.GetButtonDown("Jump") && IsGrounded())
{
rb.velocity = new Vector2(rb.velocity.x, jumpForce);
}
}
private bool IsGrounded()
{
return Physics2D.BoxCast(coll.bounds.center, coll.bounds.size, 0f, Vector2.down, .1f, jumpableGround);
}
private bool hasDoubleJumped = false;
if (Input.GetButtonDown("Jump") && IsGrounded())
{
hasDoubleJumped = false
rb.velocity = new Vector2(RenderBuffer.velocity.x, jumpForce);
}
else if (Input.GetButtonDown("Jump") && !hasDoubleJumped)
{
hasDoubleJumped = true;
rb.velocity = new Vector2(RenderBuffer.velocity.x, jumpForce);
}
}
You could create a boolean like bool hasDoubleJumped and add the following code to the Update:
if (Input.GetButtonDown("Jump") && IsGrounded())
{
hasDoubleJumped = False
rb.velocity = new Vector2(rb.velocity.x, jumpForce);
}
else if (Input.GetButtonDown("Jump") && !hasDoubleJumped)
{
hasDoubleJumped = True
rb.velocity = new Vector2(rb.velocity.x, jumpForce);
}
You would need to add the variable at the top, so for example like that:
private Rigidbody2D rb;
private BoxCollider2D coll;
private bool hasDoubleJumped = False;
Some other tipps: The title of your question is not very good. It doesn't really matter that you write your code in Visual Studio (VS). A better title would have been something like How can I add a double jump to my Unity game in C# or something similar.
EDIT
The following code should work, though I can't say with certainty, I didn't test it.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
private Rigidbody2D rb;
private BoxCollider2D coll;
private bool hasDoubleJumped = False;
[SerializeField] private float moveSpeed = 7f;
[SerializeField] private float jumpForce = 14f;
[SerializeField] private LayerMask jumpableGround;
// Start is called before the first frame update
private void Start()
{
rb = GetComponent<Rigidbody2D>();
coll = GetComponent<BoxCollider2D>();
}
// Update is called once per frame
private void Update()
{
float dirX = Input.GetAxisRaw("Horizontal");
rb.velocity = new Vector2(dirX * moveSpeed, rb.velocity.y);
if (Input.GetButtonDown("Jump") && IsGrounded())
{
hasDoubleJumped = False
rb.velocity = new Vector2(RenderBuffer.velocity.x, jumpForce);
}
else if (Input.GetButtonDown("Jump") && !hasDoubleJumped)
{
hasDoubleJumped = True;
rb.velocity = new Vector2(RenderBuffer.velocity.x, jumpForce);
}
}
private bool IsGrounded()
{
return Physics2D.BoxCast(coll.bounds.center, coll.bounds.size, 0f, Vector2.down, .1f, jumpableGround);
}
}

Can't Manage to move my player on unity, I'm using a tilebased movemen't

I'm following this tutorial to create a tile-based movement for my player, but I can't understand why it isn't working. This is my code, but It doesn't work anyway.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float moveSpeed;
private bool isMoving;
private Vector2 input;
private void Update()
{
if (isMoving)
{
input.x = Input.GetAxis("Horizontal");
input.y = Input.GetAxis("Vertical");
if(input != Vector2.zero)
{
var targetPos = transform.position;
targetPos.x += input.x;
targetPos.y += input.y;
StartCoroutine(Move(targetPos));
}
}
}
IEnumerator Move(Vector3 targetPos)
{
isMoving = true;
while ((targetPos - transform.position).sqrMagnitude > Mathf.Epsilon)
{
transform.position = Vector3.MoveTowards(transform.position, targetPos, moveSpeed * Time.deltaTime);
yield return null;
}
transform.position = targetPos;
isMoving = false;
}
}
I tried changing the GetAxisRaw for GetAxis only. Then I thought there was some kind of issue with my Keyboard and downloaded Unity Playground, but Everything works well with their scripts... I don't know what else to do.
In your code field "isMoving" always in "false" value and coroutine "Move" never starts.
Maybe for tutorials coroutine for moving can be used, but I would use code like this:
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float moveSpeed;
private Vector3 targetPosition;
private void Start()
{
targetPosition = transform.position;
}
private void Update()
{
targetPosition.x += Input.GetAxis("Horizontal");
targetPosition.y += Input.GetAxis("Vertical");
transform.position = Vector3.MoveTowards(transform.position, targetPosition, moveSpeed * Time.deltaTime);
}
}

Unity Physics2D.OverlapBox is always returning true

I am trying to do ground detection for a 2d platformer, but my physics check is always returning true. I am reusing code that I have used a many times before:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[Header("MOVEMENT")]
public float speed;
float inputX;
[Header("JUMPING")]
public float jumpForce;
public Transform feet;
public Vector2 checkSize;
public bool isGrounded;
public LayerMask layers;
public int extraJumps = 1;
int jumpTracker;
private Rigidbody2D rb;
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
void Update()
{
inputX = Input.GetAxisRaw("Horizontal");
isGrounded = Physics2D.OverlapBox(feet.position, checkSize, 0f, layers);
if(Input.GetKeyDown(KeyCode.Space))
{
if (isGrounded)
{
rb.velocity = new Vector2(rb.velocity.x, jumpForce);
jumpTracker = extraJumps;
}
else
{
if(jumpTracker > 0)
{
rb.velocity = new Vector2(rb.velocity.x, jumpForce);
jumpTracker--;
}
}
}
}
private void FixedUpdate()
{
rb.velocity = new Vector2(inputX * speed, rb.velocity.y);
}
private void OnDrawGizmos()
{
Gizmos.DrawWireCube(feet.position, checkSize);
}
}
In the scene there is a Tilemap with a composite collider tagged as ground that the player is colliding with.
I have tried everything I can think of and still have no idea what is causing this issue. Any help would be greatly appreciated.

Camera keeps rotating

I am trying to make a first-person game in Unity but I keep having issues with my character controller. The player keeps rotating when it collides with objects that have physics (Or rigidbody)
It doesn't rotate when it collides with objects that don't have physics.
It's not my mouse because my MouseX and Y Values aren't changing.
Here is the code for the Player
using System.Collections.Generic;
using UnityEngine;
using Unity.Netcode;
public class PlayerControllerRB : MonoBehaviour
{
public float speed = 10f;
public float jumpHeight = 4.65f;
[SerializeField] private Rigidbody rb;
private PlayerInput playerInput;
private PlayerInput.OnFootActions onFoot;
[SerializeField] private Camera cam;
public float xSensitivity = 8f;
public float ySensitivity = 8f;
private float xRotation;
private float yMovement;
private float hMovement;
[SerializeField] private Transform Feet;
[SerializeField] public LayerMask Ground;
private void Awake()
{
rb = GetComponent<Rigidbody>();
playerInput = new PlayerInput();
onFoot = playerInput.onFoot;
onFoot.Jump.performed += ctx => Jump();
}
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
#region
private void OnEnable()
{
playerInput.Enable();
onFoot.Enable();
}
private void OnDisable()
{
playerInput.Disable();
onFoot.Disable();
}
#endregion
private void FixedUpdate()
{
ProcessMove(onFoot.Movement.ReadValue<Vector2>());
}
private void Update()
{
ProcessLook(onFoot.Look.ReadValue<Vector2>());
}
void ProcessMove(Vector2 input)
{
Vector3 MoveDirection = Vector3.zero;
hMovement = input.x;
yMovement = input.y;
MoveDirection = transform.forward * yMovement + transform.right * hMovement;
//MoveDirection.y = rb.velocity.y;
Debug.Log(MoveDirection * speed);
rb.AddForce(MoveDirection * speed, ForceMode.Acceleration);
}
void Jump()
{
Ray ray = new Ray(Feet.position, Vector3.down);
RaycastHit info;
if(Physics.Raycast(ray, out info, 0.3f, Ground))
{
rb.AddForce(Vector3.up * jumpHeight, ForceMode.Impulse);
}
}
void ProcessLook(Vector2 input)
{
float MouseY = input.y;
float MouseX = input.x;
xRotation -= (MouseY * Time.deltaTime) * ySensitivity;
xRotation = Mathf.Clamp(xRotation, -80f, 80f);
cam.transform.localRotation = Quaternion.Euler(xRotation, 0, 0);
transform.Rotate(Vector3.up * (MouseX * Time.deltaTime) * xSensitivity);
}
}
I tried freezing the y rotation but then I get a jittry camera.
Can anyone help me? It would also be nice if you had any recommendations to improve the controller.
Please comment if you need any more information. Sorry if the post is junk, I'm new to Stackoverflow
Well, you said It doesn't rotate when it collides with objects that don't have physics. In order to use the colliders one of them has to have a rigibody component. So if that's the case maybe is the script that is inside the oncollisionenter causing the problems. But I don't see any oncollisionenter script here

Why does my charakter in unity gets stuck in the tilemap?

In my Unity my Player gets everytime stuck in the collider when he has a big force (If he falls from a high place, The Gravity Scale or his jumppower is high). In the picture you can see Colliders and Renderer.
Only one Component is not on in screen at the platformcomponents, Tilemap.
Here is my code for Playermovement:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
[SerializeField] private LayerMask platformsLayerMask;
private Rigidbody2D rigidbody2d;
private BoxCollider2D boxCollider2d;
private void Awake()
{
rigidbody2d = transform.GetComponent<Rigidbody2D>();
boxCollider2d = transform.GetComponent<BoxCollider2D>();
}
private void Update()
{
if (IsGrounded() && Input.GetKeyDown(KeyCode.Space))
{
float jump_power = 17.5f;
rigidbody2d.velocity = Vector2.up * jump_power;
}
HandleMovement();
}
private bool IsGrounded()
{
RaycastHit2D raycastHit2d = Physics2D.BoxCast(boxCollider2d.bounds.center, boxCollider2d.bounds.size, 0f, Vector2.down, .1f, platformsLayerMask);
return raycastHit2d.collider != null;
}
private void HandleMovement()
{
float moveSpeed = 10f;
if (Input.GetKey(KeyCode.A))
{
rigidbody2d.velocity = new Vector2(-moveSpeed, rigidbody2d.velocity.y);
}
else if (Input.GetKey(KeyCode.D))
{
rigidbody2d.velocity = new Vector2(+moveSpeed, rigidbody2d.velocity.y);
}
else
{
rigidbody2d.velocity = new Vector2(0, rigidbody2d.velocity.y);
}
}
}
Have you tried setting the player's rigidbody collision detection to continuous? If the collision detection is set to discrete, it's really easy to come accross this kind of problem when using the built in physics system