How can I prevent it from slipping when I use NavMeshAgent? - unity3d

I've written a simple short code using agent.destination from the NavMesh Agent that allows enemies to track players. However, in the process of chasing the target, the enemy keeps slipping and not chasing properly.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using static UnityEngine.EventSystems.EventTrigger;
public class Enemy : MonoBehaviour
{
public Transform target;
public Transform runAwayPos;
public NavMeshAgent agent;
public Transform spwanPosition;
void Start()
{
agent = GetComponent<NavMeshAgent>();
}
void Update()
{
StartCoroutine(Run());
if (Time.timeScale == 0)
{
transform.position = spwanPosition.position;
}
}
IEnumerator Run()
{
agent.speed = 9f;
agent.destination = target.transform.position;
yield return null;
}
private void OnTriggerEnter(Collider collision)
{
if (collision.gameObject.CompareTag("Player"))
{
transform.position = spwanPosition.position;
Debug.Log("hit");
}
}
}
I wonder how the enemy can track a player without slipping.

First of all, you call IEnumarator per frame. this causes unwanted consequences.Use either update or IEnumarator.
In my opininon,
void Update()
{
agent.SetDestination(target.position);
if (Time.timeScale == 0)
{
transform.position = spwanPosition.position;
}
}
By the way, you should use a boolean to check the untracked case.

Related

how to spawn a prefab with filled object fields from scene

The game is working correctly and there arent any other issues apart from the fact that the public fields from the players scripts that are supposed to be filled with game objects from the scene arent filled and im not sure how to do that.
heres an example from one of the scripts: image
and heres what it should look like: image
the joystick area from the second image is from the scene, not an asset: image
here is the code im using:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MovePlayer : MonoBehaviour
{
public MovementJoystick movementJoystick;
public int playerSpeed;
private Rigidbody2D rb;
bool facingRight = true;
public Animator animator;
public float interval;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody2D>();
playerSpeed = 7;
interval = 10;
}
// Update is called once per frame
void FixedUpdate()
{
if (movementJoystick.joystickVec.y != 0)
{
rb.velocity = new Vector2(movementJoystick.joystickVec.x * playerSpeed, movementJoystick.joystickVec.y * playerSpeed);
animator.SetFloat("speed", Mathf.Abs(movementJoystick.joystickVec.x));
}
else
{
rb.velocity = Vector2.zero;
animator.SetFloat("speed", Mathf.Abs(0));
}
if (movementJoystick.joystickVec.x < 0 && !facingRight)
{
Flip();
}
if (movementJoystick.joystickVec.x > 0 && facingRight)
{
Flip();
}
}
void Update()
{
if (playerSpeed == 14 && interval > 0)
{
interval -= Time.deltaTime;
}
else
{
playerSpeed = 7;
interval = 10;
}
}
void Flip()
{
transform.Rotate(0f, 180f, 0f);
facingRight = !facingRight;
}
public void SpeedControl(int newplayerSpeed)
{
playerSpeed = newplayerSpeed;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class MovementJoystick : MonoBehaviour
{
public GameObject joystick;
public GameObject joystickBG;
public Vector2 joystickVec;
private Vector2 joystickTouchPos;
private Vector2 joystickOriginalPos;
private float joystickRadius;
// Start is called before the first frame update
void Start()
{
joystickOriginalPos = joystickBG.transform.position;
joystickRadius = joystickBG.GetComponent<RectTransform>().sizeDelta.y / 2;
}
public void PointerDown()
{
joystick.transform.position = Input.mousePosition;
joystickBG.transform.position = Input.mousePosition;
joystickTouchPos = Input.mousePosition;
}
public void Drag(BaseEventData baseEventData)
{
PointerEventData pointerEventData = baseEventData as PointerEventData;
Vector2 dragPos = pointerEventData.position;
joystickVec = (dragPos - joystickTouchPos).normalized;
float joystickDist = Vector2.Distance(dragPos, joystickTouchPos);
if (joystickDist < joystickRadius)
{
joystick.transform.position = joystickTouchPos + joystickVec * joystickDist;
}
else
{
joystick.transform.position = joystickTouchPos + joystickVec * joystickRadius;
}
}
public void PointerUp()
{
joystickVec = Vector2.zero;
joystick.transform.position = joystickOriginalPos;
joystickBG.transform.position = joystickOriginalPos;
}
}
this is how to instantiate the player using photon servers (what i am using)
public GameObject playerToSpawn;
PhotonNetwork.Instantiate(playerToSpawn.name, spawnPoint.position, Quaternion.identity);
There are also 2 buttons i need you to fix: a Shoot button and a Hit button (those are the names). Here is the code for them:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShootButton : MonoBehaviour
{
//i made this script for the button incase you may
have
needed it
}
Here is the shooting script attached to the player:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Weapon : MonoBehaviour
{
public Transform firePoint;
public GameObject bulletPrefab;
public Button ShootButton;
void Start()
{
ShootButton.onClick.AddListener(ShootButtonTrue);
}
void ShootButtonTrue()
{
Shoot();
}
void Shoot()
{
Instantiate(bulletPrefab, firePoint.position,
firePoint.rotation);
}
}
Here is the hitting script attached to the Hit button
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HitButton : MonoBehaviour
{
}
And here is the Player Combat script using for hitting:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerCombat : MonoBehaviour
{
public Animator animator;
public Button AttackButton;
public Transform attackPoint;
public float attackRange = 0.5f;
public LayerMask enemyLayers;
void Start()
{
AttackButton.onClick.AddListener(AttackButtonTrue);
}
void AttackButtonTrue()
{
Attack();
}
void Attack()
{
animator.SetTrigger("Attack");
Collider2D[] hitEnemies = Physics2D.OverlapCircleAll(attackPoint.position, attackRange, enemyLayers);
foreach(Collider2D enemy in hitEnemies)
{
Debug.Log("u hit someone :O");
enemy.GetComponent<Health>().TakeDamage(15);
}
}
void OnDrawGizmosSelected()
{
if (attackPoint == null)
return;
Gizmos.DrawWireSphere(attackPoint.position, attackRange);
}
}
if you need any other pieces of code just ask
thanks in advance, i will mark the answer as an answer if its a good answer
There are multiple ways to achieve this. For example, you can make your joystick singleton and assign that to the player upon spawn. If you have multiple joysticks in the scene, you can group them under the same parent object and make that parent singleton.
Assuming you only have one joystick in the scene, add this into your joystick class:
public static MovementJoystick Instance { get; private set; }
void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(this);
}
else
{
Instance = this;
}
}
In your player class, add this:
void OnEnable()
{
if( movemaneJoystick == null)
{
movementJoystick = MovementJoystick.Instance;
}
}

Unity3D NavMeshAgent for abilities

I have been working to create mouse-based movement for my Unity3D game. I have gotten the movement, but I am having trouble setting of a variable for move speed that I can modify using a skill. This is my first attempt at using C# and I am very inexperienced. This is the beginnings of a long project, so any help or advice would be greatly appreciated.
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.AI;
namespace EO.ARPGInput
{
[RequireComponent(typeof(NavMeshAgent))]
public class PlayerController : MonoBehaviour
{
public Vector3 velocity;
[SerializeField] private InputAction movement = new InputAction();
[SerializeField] public LayerMask layerMask = new LayerMask();
private NavMeshAgent agent = null;
private Camera cam = null;
private void Start()
{
cam = Camera.main;
agent = GetComponent<NavMeshAgent>();
}
private void OnEnable()
{
movement.Enable();
}
private void OnDisable()
{
movement.Disable();
}
private void Update()
{
HandleInput();
}
public void HandleInput()
{
if (movement.ReadValue<float>() == 1)
{
Ray ray = cam.ScreenPointToRay(Mouse.current.position.ReadValue());
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 100, layerMask))
{
PlayerMove(hit.point);
}
}
}
public void PlayerMove(Vector3 location)
{
agent.SetDestination(location);
}
}
}
Sometimes Unity docs have all the answers you need. NavMeshAgent-Speed
Try using agent.speed. create a global integer "public int sp=1;" above and then in Start or in Update do
agent.speed=sp;
Then once it is working you can just change that integer's value in whatever method you want. Good luck

How to avoid object references for spawned objects in Unity 2D?

At the moment I am programming a Unity 2D game. When the game is running the cars start moving and respawn continuously. I added kind of a life system to enable the possibility to shoot the cars. My issue is that my health bar as well as my score board need references to the objects they refer to, but I am unable to create a reference to an object which is not existing before the game starts. Another issue is that I don't know how to add a canvas to a prefab in order to spawn it with the cars continuously and connect them to the car. Is there a way to avoid these conflicts or how is it possible to set the references into prefabs. I will add the code of the spawner, the car and the the scoreboard. Already thank you in advance
Spawner:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Spawner : MonoBehaviour
{
public GameObject carPrefab;
public GameObject enemyCarPrefab;
public GameObject kugel;
public float respawnTime = 10.0f;
public int counterPlayer1=0;
public int counterPlayer2=0;
public int counterEnergy=0;
// Use this for initialization
void Start () {
StartCoroutine(carWave());
}
private void spawnPlayerCars(){
GameObject a = Instantiate(carPrefab) as GameObject;
a.transform.position = new Vector2(-855f, -312.9426f);
counterPlayer1++;
}
private void SpawnEnemyCars(){
GameObject b = Instantiate(enemyCarPrefab) as GameObject;
b.transform.position = new Vector2(853,-233);
counterPlayer2++;
}
private void SpawnEnergy(){
GameObject c = Instantiate(kugel) as GameObject;
c.transform.position = new Vector2(-995,-192);
counterEnergy++;
}
IEnumerator carWave(){
while(true){
yield return new WaitForSeconds(respawnTime);
if(counterPlayer1<3){
spawnPlayerCars();
Debug.Log(counterPlayer1);
}
if(counterPlayer2<3){
SpawnEnemyCars();
Debug.Log(counterPlayer2);
}
if(counterEnergy<3){
SpawnEnergy();
}
}
}
}
Car:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyCar : MonoBehaviour
{
public float speed = 3f;
int zählerAuto1=0;
private Vector2 screenBounds;
public AnzeigePunktzahlPlayer2 points;
public Spawner sp;
public int maxHealth=100;
public int currentHealth;
public HealthBar healthbar;
void Start () {
screenBounds = Camera.main.ScreenToWorldPoint(new Vector2(Screen.width, Screen.height));
points= GetComponent<AnzeigePunktzahlPlayer2>();
sp= GetComponent<Spawner>();
currentHealth=maxHealth;
healthbar.SetMaxHealth(maxHealth);
}
void Update()
{
Vector2 pos = transform.position;
if(pos.x>-855f){
pos = transform.position;
pos.x-= speed* Time.deltaTime;
transform.position=pos;
zählerAuto1++;
}else{
points.counter++;
Debug.Log(points.counter);
sp.counterPlayer2--;
Debug.Log(sp.counterPlayer2);
Destroy(this.gameObject);
}
}
private void OnCollisionEnter2D(Collision2D other) {
if (other.collider.tag=="Kugel"){
takeDamage(40);
//sp.counterPlayer2--;
if(currentHealth<=0)
{
Destroy(this.gameObject);
}
}
}
public void takeDamage(int damage){
currentHealth-= damage;
healthbar.SetHealth(currentHealth);
}
public void getHealed(int heal){
currentHealth+= heal;
healthbar.SetHealth(currentHealth);
}
}
Scoreboard(one part of it(the other one is almost the same)):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class AnzeigePunktzahlPlayer1 : MonoBehaviour
{
public int counter;
public TextMeshProUGUI textPlayer1;
void Start()
{
// counter=0;
textPlayer1= GetComponent<TextMeshProUGUI>();
}
// Update is called once per frame
void Update()
{
textPlayer1.SetText( counter.ToString());
}
}
You could make the health bars and the canvas children of the Car prefab and have them spawn together.

Life bar doesn't change after players destroy collider

I am trying to do a 2d game and my object doesn't affect the player's lifebar after they collide. The player's healthbar will will get a bigger lifetime but I think something it's wrong with the scripts. (Also the collider of object that needs to be destroy is "is trigger" checked). I put this PowerUp on the object, and the character script and healthbar script on the player.
Character.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
public class Character : MonoBehaviour
{
Rigidbody2D rb;
float dirX;
[SerializeField]
float moveSpeed = 5f, jumpForce = 600f, bulletSpeed = 500f;
Vector3 localScale;
public Transform barrel;
public Rigidbody2D bullet;
// Use this for initialization
void Start()
{
localScale = transform.localScale;
rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
dirX = CrossPlatformInputManager.GetAxis("Horizontal");
if (CrossPlatformInputManager.GetButtonDown("Jump"))
Jump();
if (CrossPlatformInputManager.GetButtonDown("Fire1"))
Fire();
}
void FixedUpdate()
{
rb.velocity = new Vector2(dirX * moveSpeed, rb.velocity.y);
}
void Jump()
{
if (rb.velocity.y == 0)
rb.AddForce(Vector2.up * jumpForce);
}
void Fire()
{
var firedBullet = Instantiate(bullet, barrel.position, barrel.rotation);
firedBullet.AddForce(barrel.up * bulletSpeed);
}
}
HealthBar.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HealthBar : MonoBehaviour
{
public Slider slider;
public Gradient gradient;
public Image fill;
public float health = 100;
public void SetMaxHealth(int health)
{
slider.maxValue = health;
slider.value = health;
fill.color = gradient.Evaluate(1f);
}
public void SetHealth(int health)
{
slider.value = health;
fill.color = gradient.Evaluate(slider.normalizedValue);
}
}
PowerUp.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PowerUp : MonoBehaviour
{
public float multiplayer = 1.4f;
public GameObject pickupEffect;
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
Pickup(other);
}
}
void Pickup(Collider player)
{
//Spawn a cool effect
Instantiate(pickupEffect, transform.position, transform.rotation);
//Apply effect to the player
HealthBar stats =player.GetComponent<HealthBar>();
stats.health *= multiplayer;
// Remove Effect
Destroy(gameObject);
}
}
First of all as others already mentioned for a 2D game with Rigidbody2D and (hopefully) Collider2D components you want to use OnTriggerEnter2D instead!
The Physics and Physics2D are two completely separated engines and don't know each other. A 3D OnTriggerEnter will never get called for 2D physics events like collisions etc.
Then note that
Also the collider of object that needs to be destroy is "is trigger" checked
this is exactly the wrong way round. If your object shall track a OnTriggerEnter then the one that enters (the player) should have isTrigger enabled! In most cases you don't want to do this because the player shall e.g. actually collide with the floor and not fall through it etc.
So what you would need is rather putting an additional script on the player itself that waits for other trigger objects to enter!
Then to be sure either debug your code line by line or add additional logs in order to see what happens:
PowerUp
// put this on the pickup item
public class PowerUp : MonoBehaviour
{
// Make these private, nobody else needs access to those
// (Encapsulation)
[SerializeField] private float multiplayer = 1.4f;
[SerializeField] private GameObject pickupEffect;
public void Pickup(HealthBar stats)
{
//Spawn a cool effect
Instantiate(pickupEffect, transform.position, transform.rotation);
//Apply effect to the player
stats.health *= multiplayer;
// Remove Effect
Destroy(gameObject);
}
}
PowerUpDetector (on the player)
// put on player!
public class PowerUpDetector : MonoBehaviour
{
// reference this via the Inspector
[SerializeField] private HealthBar healthbar;
private void Awake()
{
if(!healthBar) healthBar = GetComponent<HealthBar>();
}
private void OnTriggerEnter2D(Collider2D other)
{
// or whatever tag your powerups have
if (!other.CompareTag("PowerUp"))
{
Debug.LogWarning($"Registered a collision but with wrong tag: {other.tag}", this);
return;
}
var powerup = other.GetComponent<PowerUp>();
if(!powerup)
{
Debug.LogError($"Object {other.name} is tagged PowerUp but has no PowerUp component attached", this);
return;
}
Debug.Log("Found powerup, pick it up!", this);
powerup.Pickup(healthbar);
}
}
Well, and then what you do is only changing the float value
stats.health *= multiplayer;
but you never update the GUI accordingly like you would do when instead using
stats.SetHealth(stats.health * multiplayer)
(Btw: I think you mean multiplier ;) )
I would suggest to rather implement a property like e.g.
public class HealthBar : MonoBehaviour
{
// Make these private, nobody else needs access to those
// (Encapsulation)
[SerializeField] private Slider slider;
[SerializeField] private Gradient gradient;
[SerializeField] private Image fill;
[SerializeField] private float health = 100;
public float Health
{
get { return health; }
set
{
health = value;
slider.value = health;
fill.color = gradient.Evaluate(slider.normalizedValue);
}
}
// be careful with variable names if you have this name already
// for a class field .. was ok this time but might get confusing
public void SetMaxHealth(int value)
{
slider.maxValue = value;
// The property handles the rest anyway
Health = value;
}
}
so now instead of calling SetHealth you simply assign a new value to Health and its setter is automatically execute as well so your GUI is updated.
public void Pickup(HealthBar stats)
{
//Spawn a cool effect
Instantiate(pickupEffect, transform.position, transform.rotation);
//Apply effect to the player
stats.Health *= multiplayer;
Destroy(gameObject);
}
Your qustions are below,
player will get a bigger lifetime
Also the collider of object that needs to be destroy
What situation possibly you could have
Check your Character is Triggered, so it calls 'OnTriggerEnter' and also check tag.
Check your powerUp item that checked true as trigger, 'isTrigger'
Check if collider or hit object scale is tiny, it won't work with collider.
If you have nothing with above check-list, then it should be working

How can I check an int value while i'm increasing that value from another script?

in my Unity scene I'm trying to activate a portal animation when you pick up all the coins on that level, but the problem is that my portal script does not detect when the coin counter value is equal to 6 (that's the total number of coins in that level).
I have this script which is the script that is attached to the coins and increases the coin counter value.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MonedaScript2 : MonoBehaviour
{
public GameObject moneda;
public AudioClip clip;
public Vector3 PosicionMoneda;
public void Update ()
{
transform.Rotate (0, 90 * Time.deltaTime, 0);
}
public void OnTriggerEnter(Collider other)
{
if (other.name == "Player")
{
AudioSource.PlayClipAtPoint(clip, PosicionMoneda, 1f);
AparecerPortalNivel9.ContadorMonedas += 1;
Destroy(moneda);
}
}
}
And then i have the portal script which sould detect ewhen you pick all the coins. It is attached to the PanelPortal gameobject.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AparecerPortalNivel9 : MonoBehaviour
{
public Animator anim;
public GameObject PanelPortal;
//public ScoringSystem SS;
public bool DeberiaAparecer = true;
public static int ContadorMonedas;
void Start()
{
//SS = GameObject.FindGameObjectWithTag("SistemaDeScore").GetComponent; ScoringSystem();
PanelPortal.gameObject.SetActive(false);
}
void Update()
{
if (ContadorMonedas == 6f)
{
Debug.Log("FuncionaHostia");
PanelPortal.gameObject.SetActive(true);
anim.SetBool("Aparecer",true);
DeberiaAparecer = false;
}
}
}
Could someone help me on what should i do so my portal script detects when the coins picked up are 6 and then run all the functions inside the IF method?
Thanks everyone
A MonoBehaviour's Update will never run while the gameobject it is on is disabled.
Because AparecerPortalNivel9 is attached to PanelPortal, when you do this you are preventing the Update method from being called:
PanelPortal.gameObject.SetActive(false);
The easiest solution here is to move AparecerPortalNivel9 to a different gameobject.