How do I fix my dash - it only works sometimes - unity3d

i started my first game project and i'm stuck with my dash
my dash randomly starts working when i press dash button (R) but it's not always working. i'm new to the gamedev and tried looking for solutions - like FixedUpdate or AddForce or transform.position - but nothing helps. if you have any ideas could you help me?
my code is below
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
private Rigidbody2D rb;
private BoxCollider2D coll;
private int jumpCount = 1;
private bool canDash = true;
private bool isDashing;
[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 * 7f, rb.velocity.y);
if (Input.GetButtonDown("Jump") && jumpCount != 0)
{
rb.velocity = new Vector2(rb.velocity.x, 12f);
jumpCount--;
}
if (IsGrounded())
{
jumpCount = 1;
}
if(Input.GetKeyDown(KeyCode.R) && canDash)
{
_ = StartCoroutine(Dash());
}
}
private bool IsGrounded()
{
return Physics2D.BoxCast(coll.bounds.center, coll.bounds.size, 0f, Vector2.down, .1f, jumpableGround);
}
private IEnumerator Dash()
{
canDash = false;
float originalGravity = rb.gravityScale;
rb.gravityScale = 0f;
rb.velocity = new Vector2(rb.velocity.x, 0f);
rb.AddForce(new Vector2(rb.velocity.x * 24f, 0f), ForceMode2D.Impulse);
Debug.Log("something");
rb.gravityScale = originalGravity;
yield return new WaitForSeconds(0.1f);
canDash = true;
}
}

It looks like you are overriding the velocity on each call to Update():
rb.velocity = new Vector2(dirX * 7f, rb.velocity.y);
You can probably add a field for "_isDashing", and if the user is dashing don't override the velocity.
If you're not fully using the built in physics engine, you may need to also track the dash direction. For example some logic like "If not dashing, update velocity as normal. If dashing, update velocity and dash direction to appropriate settings".

Related

Unity Character/Camera Movement gone haywire

Im working on a game in unity and I followed a dapper dino tutorial for character movement and character camera control. Everything was working with a few minor issues, most of which I solved, but the one issue I couldnt solve, was when I move the camera to face more the 90 degrees left or right, the character just spins out of control, and I spent a long time scrolling through comments and watching the other videos and stuff, but nothing seemed to work. Here is my code:
`using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovementController : MonoBehaviour
{
[SerializeField] private float speed;
[SerializeField] private float jumpForce;
[SerializeField] private float JumpraycastDistance;
private Rigidbody rb;
private void Start()
{
rb = GetComponent<Rigidbody>();
}
private void Update()
{
Jump();
}
private void FixedUpdate()
{
Move();
}
private void Move()
{
float hAxis = Input.GetAxisRaw("Horizontal");
float vAxis = Input.GetAxisRaw("Vertical");
Vector3 movement = new Vector3(hAxis, 0, vAxis) * speed * Time.fixedDeltaTime;
Vector3 newPosition = rb.position + rb.transform.TransformDirection(movement);
rb.MovePosition(newPosition);
}
private void Jump()
{
if(Input.GetKeyDown(KeyCode.Space))
{
if (IsGrounded())
{
rb.AddForce(0, jumpForce, 0, ForceMode.Impulse);
}
}
}
private bool IsGrounded()
{
return Physics.Raycast(transform.position, Vector3.down, JumpraycastDistance);
}
}
Video of broken character
ANY AND ALL HELP GREATLY APPRECIATED
I tried a bunch of stuff from the youtube comments of the video I was watching and it didnt solve anything
Camera code:
[SerializeField] private float lookSensitivity;
[SerializeField] private float smoothing;
private GameObject player;
private Vector2 smoothedVelocity;
private Vector2 currentLookingPos;
private void Start()
{
player = transform.parent.gameObject;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
private void Update()
{
RotateCamera();
CheckForShooting();
}
private void RotateCamera()
{
Vector2 inputeValues = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
inputeValues = Vector2.Scale(inputeValues, new Vector2(lookSensitivity * smoothing, lookSensitivity * smoothing));
smoothedVelocity.x = Mathf.Lerp(smoothedVelocity.x, inputeValues.x, 1f / smoothing);
smoothedVelocity.y = Mathf.Lerp(smoothedVelocity.y, inputeValues.y, 1f / smoothing);
currentLookingPos += smoothedVelocity;
currentLookingPos.y = Mathf.Clamp(currentLookingPos.y, -80f, 80f);
transform.localRotation = Quaternion.AngleAxis(-currentLookingPos.y, Vector3.right);
player.transform.localRotation = Quaternion.AngleAxis(currentLookingPos.x, player.transform.up);
}
I FIXED IT
we love Quaternions and Vector3s, Basically I changed
transform.localRotation = Quaternion.AngleAxis(-currentLookingPos.y, Vector3.right);
player.transform.localRotation = Quaternion.AngleAxis(currentLookingPos.x, player.transform.up);
to
player.transform.localRotation = Quaternion.AngleAxis(currentLookingPos.x, Vector3.up);
I was playing around and researching and I found an answer on the Unity forums it basically explained that my issue is known as "Gimbal Lock" and to fix it you add a minimum and maximum y value. Link to post here

Trying to get reversed movement on collision on Unity2

so I am trying to make a shooting machine that shoots bullet and bullet gets back from the same way it went through when hitting the wall without speeding up and without changing angle (just the opposite way)
i added force and tried many ways but nothing works , please help
here is my code (the last one) even though i normalized the force but i still feel like its speeding up
public Rigidbody2D rb;
private float bulletForce = 20f;
private bool collided;
Vector2 dir;
private void Awake()
{
instance = this;
rb = gameObject.GetComponent<Rigidbody2D>();
dir = transform.up;
}
void Update()
{
rb.AddForce(dir.normalized * bulletForce * Time.deltaTime, ForceMode2D.Impulse);
}
private void OnCollisionEnter2D(Collision2D other)
{
if (other.gameObject.CompareTag("Edge"))
{
dir = Vector2.Reflect(rb.position, other.contacts[0].normal);
rb.velocity = dir.normalized * bulletForce;
transform.up = dir.normalized;
}
}
this is wanted results explanation
this is current results explanation
If you just want to exactly invert the direction than
rb.velocity = -rb.velocity;
transform.up = rb.velocity;
and of course it is speeding up since you constantly add force in
void Update()
{
rb.AddForce(dir.normalized * bulletForce * Time.deltaTime, ForceMode2D.Impulse);
}
why don't you just disable any friction for this bullet and set an initial velocity once?
public class CollideReflector : MonoBehaviour
{
[SerializeField] Rigidbody2D rb;
[SerializeField] Vector2 direction;
[SerializeField] float bulletForce = 20f;
[SerializeField]float smooth;
private bool collided;
// STARTER
private void Awake()
{
instance = this;
rb = gameObject.GetComponent<Rigidbody2D>();
direction = transform.up;
}
void Update()
{
rb.AddForce(direction.normalized * bulletForce * Time.deltaTime, ForceMode2D.Impulse);
}
private void OnCollisionEnter2D(Collision2D other)
{
if (other.gameObject.CompareTag("Edge"))
{
var x = Quaternion.Euler(transform.eulerAngles.x, transform.eulerAngles.y, transform.eulerAngles.z);
Quaternion target = -x;
transform.rotation = Quaternion.Slerp(transform.rotation, x, Time.deltaTime * smooth);
rb.AddForce(-direction.normalized * bulletForce * Time.deltaTime, ForceMode2D.Impulse);
}
}
}

Unity Particle System - single playing particle on hit

OK, I have a particle which is prefabed as it appears on the left of the image below.
The left side is the result of the projectile code:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Collider2D))]
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(SpriteRenderer))]
public class Projectile : MonoBehaviour
{
[SerializeField] float velocity;
[SerializeField] float acceleration;
new Collider2D collider;
Rigidbody2D rb;
SpriteRenderer sr;
[SerializeField] LayerMask targetLayer;
[SerializeField] float lifetime;
[SerializeField] float damage;
[SerializeField] ParticleSystem HitEffect;
public event Action<Projectile,Collider2D> OnHit;
public Color Color
{
get
{
return sr.color;
}
set
{
sr.color = value;
}
}
// Start is called before the first frame update
void Start()
{
collider = GetComponent<Collider2D>();
rb = GetComponent<Rigidbody2D>();
sr = GetComponent<SpriteRenderer>();
collider.isTrigger = false;
}
// Update is called once per frame
void Update()
{
lifetime -= Time.deltaTime;
if (lifetime <=0)
{
Destroy(this.gameObject);
}
}
public void SetTargetMask(LayerMask _mask)
{
targetLayer = _mask;
}
public void SetDamage(float amount)
{
this.damage = amount;
}
protected virtual void OnCollisionEnter2D(Collision2D other)
{
var _hitEffect = Instantiate(HitEffect.gameObject, transform).GetComponent<ParticleSystem>();
if (!_hitEffect.isPlaying) _hitEffect.Play();
rb.velocity = Vector2.zero;
collider.isTrigger = true;
sr.enabled = false;
Damageable othersDamage;
other.gameObject.TryGetComponent<Damageable>(out othersDamage);
//Debug.Log("dmg not null: " + (othersDamage != null) + "; presumed layer:" + other.gameObject.layer + "; actual layer:" + targetLayer.value);
if (othersDamage != null && other.gameObject.layer == targetLayer.value)
{
OnHit?.Invoke(this,other.collider);
othersDamage.HandleDamage(damage);
}
Destroy(this.gameObject,HitEffect.main.duration);
}
}
So, the idea is to have the particle as it appears on the left at each contact point, play, and vanish.
Instead, I have a non-animated particle that floats off after hitting the target.
What am I missing to get to play the single explosion at point, and how to get the sub particle to play properly.
What am I missing to get to play the single explosion at point
Either stop the rigidbody completely:
rb.angularVelocity = Vector2.zero;
rb.velocity = Vector2.zero;
Alternately, unparent the hit effect from the projectile, and destroy it after a delay
_hitEffect.transform.SetParent(null);
Destroy(_hitEffect.gameObject,afterDelay);

Physics2D.OverlapBox shows inconsistent behaviour

Recently I started working with Unity, this is the first time I'm trying to build a 2d platformer.
For some reason, when I press the jump button, there is a random chance that it will actually make the player jump. Probably around 1 in 50 that it actually jumps.
I just can't figure out why its doing that. Do you know what I'm doing wrong here?
using UnityEngine;
public class Player : MonoBehaviour
{
public float movespeed = 5f;
public float jumpforce = 5f;
public Rigidbody2D player;
public LayerMask layerMaskPlatforms;
private float movementHorizontalInput;
private bool jumpInput;
private float lastTimeOnGroundInSeconds = 0f;
private float lastTimePressedJump = 0f;
void OnBecameInvisible()
{
// todo: restart game
}
void Update()
{
movementHorizontalInput = Input.GetAxisRaw("Horizontal");
jumpInput = Input.GetButtonDown("Jump");
}
void FixedUpdate()
{
if (jumpInput)
{
AttemptJump();
lastTimePressedJump = 0.2f;
}
else if (lastTimePressedJump > 0)
{
AttemptJump();
lastTimePressedJump -= Time.deltaTime;
}
if (IsOnGround())
{
lastTimeOnGroundInSeconds = 0.2f;
}
else if (lastTimeOnGroundInSeconds > 0)
{
lastTimeOnGroundInSeconds -= Time.deltaTime;
}
player.velocity = new Vector2(movementHorizontalInput * movespeed * Time.deltaTime * 50f, player.velocity.y);
}
private void AttemptJump()
{
if (lastTimeOnGroundInSeconds > 0)
{
player.AddForce(new Vector2(0, jumpforce), ForceMode2D.Impulse);
lastTimeOnGroundInSeconds = 0;
}
}
private bool IsOnGround()
{
Vector2 groundedCheckPosition = (Vector2)transform.position + new Vector2(0, -0.01f);
var overlapBox = Physics2D.OverlapBox(groundedCheckPosition, transform.localScale, 0, layerMaskPlatforms);
return overlapBox;
}
}
One major issue is that the jump input is being polled every frame (Update), but the jump code is done every several frames (FixedUpdate), so if you press jump, it is most likely the FixedUpdate method will never see that jump, explaining why it happens so rarely.
You'd need to save the jump state (maybe in a boolean), so by the time Fixed Update happens, it knows that that a jump occurred. Then set that jump to false, and do the jump logic.

Trying to add buff to my game

I'm new at programming. I started a Unity3D course at udemy, I already finished the course, but I'm trying to add a buff to my game. What I want is when my player gets that buff, his shot speed inscreases, I tried to do it but im getting this error when I collide with it
NullReferenceException: Object reference not set to an instance of an object
Powerup.OnTriggerEnter2D (UnityEngine.Collider2D other) (at Assets/Galaxy Shooter/Scripts/Powerup.cs:54)
EDIT
Album With usefull images
Player
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour {
public bool canTripleShoot = false;
public bool movSpeedBoost = false;
public bool shield = false;
[SerializeField]
private GameObject _laserPrefabs;
[SerializeField]
private GameObject _tripleShootPrefab;
[SerializeField]
private GameObject _shieldGameObject;
[SerializeField]
private GameObject _explosionPrefab;
[SerializeField]
private float _speed = 5.0f;
[SerializeField]
private GameObject[] _engines;
[SerializeField]
private float _fireRate = 0.25f;
private float _canFire = 0.0f;
public int playerHp = 3;
public int _hitcount = 0;
private UIManager _uiManager;
private GameManager _gameManager;
private SpawnManager _spawnManager;
private AudioSource _audioSource;
// Use this for initialization
void Start () {
_audioSource = GetComponent<AudioSource>();
_spawnManager = GameObject.Find("Spawn_Manager").GetComponent<SpawnManager>();
_uiManager = GameObject.Find("Canvas").GetComponent<UIManager>();
_gameManager = GameObject.Find("GameManager").GetComponent<GameManager>();
transform.position = new Vector3(0, 0, 0);
if(_uiManager != null)
{
_uiManager.UpdateLives(playerHp);
}
if(_spawnManager != null)
{
_spawnManager.StartSpawn();
}
}
// Update is called once per frame
void Update ()
{
Movement();
//ativar ao pressionar espaço ou botão esquerdo do mouse
if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButton(0))
{
Shoot();
}
}
//renderização e cooldown dos tiros
private void Shoot()
{
if (Time.time > _canFire)
{
_audioSource.Play();
if (canTripleShoot== true)
{
Instantiate(_tripleShootPrefab, transform.position, Quaternion.identity);
}
else
{
Instantiate(_laserPrefabs, transform.position + new Vector3(0, 0.95f, 0), Quaternion.identity);
}
_canFire = Time.time + _fireRate;
}
}
//calculo de dano
public void Damage()
{
if(shield == true)
{
shield = false;
_shieldGameObject.SetActive(false);
return;
}
_hitcount++;
if(_hitcount == 1)
{
_engines[0].SetActive(true);
}
if(_hitcount == 2)
{
_engines[1].SetActive(true);
}
playerHp--;
_uiManager.UpdateLives(playerHp);
if(playerHp < 1)
{
Instantiate(_explosionPrefab, transform.position, Quaternion.identity);
_gameManager.gameOver = true;
_uiManager.ShowTitleScreen();
Destroy(this.gameObject);
}
}
public void ShieldUp()
{
shield = true;
_shieldGameObject.SetActive(true);
}
//controle da velocidade de movimento e teleporte
private void Movement()
{
float controleHorizontal = Input.GetAxis("Horizontal");
float controleVertical = Input.GetAxis("Vertical");
//velocidade de movimento
if(movSpeedBoost == true)
{
transform.Translate(Vector3.up * _speed * controleVertical * Time.deltaTime * 2.0f);
transform.Translate(Vector3.right * _speed * controleHorizontal * Time.deltaTime * 2.0f);
}else
{
transform.Translate(Vector3.up * _speed * controleVertical * Time.deltaTime);
transform.Translate(Vector3.right * _speed * controleHorizontal * Time.deltaTime);
}
//limita jogar até o centro da tela
if (transform.position.y > 0)
{
transform.position = new Vector3(transform.position.x, 0, 0);
}
//limita jogar até a borda inferior
else if (transform.position.y < -4.2f)
{
transform.position = new Vector3(transform.position.x, -4.2f, 0);
}
//teleporta jogar se sair da tela na horizontal
else if (transform.position.x < -9.45f)
{
transform.position = new Vector3(9.45f, transform.position.y, 0);
}
else if (transform.position.x > 9.45f)
{
transform.position = new Vector3(-9.45f, transform.position.y, 0);
}
}
//duração triple shot
public IEnumerator TripleShotPowerDownRoutine()
{
yield return new WaitForSeconds(5.0f);
canTripleShoot = false;
}
public void TripleShotPowerUpOn()
{
canTripleShoot = true;
StartCoroutine(TripleShotPowerDownRoutine());
}
//duração boost de movimento
public IEnumerator MovSpeedBoostDownRoutine()
{
yield return new WaitForSeconds(5.0f);
movSpeedBoost = false;
}
//ativa boost de movimento e inicia contagem de duração
public void MovSpeedBoost()
{
movSpeedBoost = true;
StartCoroutine(MovSpeedBoostDownRoutine());
}
}
Laser
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Laser : MonoBehaviour {
[SerializeField]
public float _speed = 10.0f;
[SerializeField]
public bool _laserBoost = false;
// Use this for initialization
void Start () {
_laserBoost = false;
if (_laserBoost == true)
{
_speed = 100f;
}
}
// Update is called once per frame
void Update () {
//código gigante e dificil de decifrar ~irony
transform.Translate(Vector3.up * _speed * Time.deltaTime);
if (transform.position.y > 6f)
{
if(transform.parent != null)
{
Destroy(transform.parent.gameObject);
}
Destroy(gameObject);
}
}
public IEnumerator LaserBoostDuration()
{
yield return new WaitForSeconds(10f);
_laserBoost = false;
}
public void LaserBoost()
{
_laserBoost = true;
StartCoroutine(LaserBoostDuration());
}
}
Powerup
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Powerup : MonoBehaviour
{
[SerializeField]
private float _speed = 3.0f;
[SerializeField]
private int powerupID;
[SerializeField]
private AudioClip _clip;
// Update is called once per frame
void Update ()
{
//movimenta o powerup para baixo
transform.Translate(Vector3.down * _speed * Time.deltaTime);
//destroy o power ao sair da tela
if (transform.position.y <-7)
{
Destroy(this.gameObject);
}
}
private void OnTriggerEnter2D(Collider2D other)
{
if(other.tag == "Player")
{
//acessa o player
Player player = other.GetComponent<Player>();
if(player != null)
{
if(powerupID == 0)
{
//ativa tripleshoot
player.TripleShotPowerUpOn();
}
else if(powerupID == 1)
{
//ativa speedboost
player.MovSpeedBoost();
}
else if(powerupID == 2)
{
//ativar shield
player.ShieldUp();
}
else if (powerupID == 3)
{
Laser laser = GameObject.Find("laser").GetComponent<Laser>();
laser.LaserBoost();
}
}
//detroy powerup
AudioSource.PlayClipAtPoint(_clip, transform.position);
Destroy(this.gameObject);
}
}
}
The error is occuring at
laser.LaserBoost();
One of the two:
1) you don't have a object named "laser" in Scene hierarchy;
2) this object exists but doesn't have a component of type Laser attached to it.
Edit: Now that I saw your image, I can confirm it is the case 1) above. You have a Prefab named "laser", but is doesn't exist in the Scene hierarchy. If you want it to come to existence only when needed, you must instantiate the Prefab in scene.
If you want to search for the Prefab by its name, there is a way, but you'll need to have a folder named Resources inside another named Assets... More info here
Instead, I suggest you another approach. First, you will need a reference to your Prefab in some object, depending on the logic of your program. You seem to have a GameManager class, there could be a good place. Add a new field inside there (if it is the case) like this:
[SerializeField]
public Laser laser
// (...)
Then, change the code that generates the error. GameObject.Find tries to find an object that already exists in scene. In your case, you want to instantiate a clone of a Prefab, by passing a reference to it. Something like this:
else if (powerupID == 3)
{
// I don't know for sure how can you access your GameManager in your program. I will suppose your player have a reference to it.
// You shall change the position depending on your game logic
Laser laserClone = (Laser) Instantiate(player.gameManager.laser, player.transform.position, player.transform.rotation);
laserClone.LaserBoost();
}
Now, select the object in Scene that will have the reference (again, I am supposing it is gameManager) to see its inspector, than fill the laser field with a reference to your Prefab that has a Laser component. Just be sure the clone object will be destroyed when it is not needed.
But... To be very honest, I don't think you will get the result you are expecting anyway. If what you want is just faster shoot rate, the way you're trying to do it now seems pretty convoluted to me. Why don't you do it just like the triple shoot you have? Add a flag inside your player, when it is true the fireRate value changes.