Dashing in Unity 3D using Rigidbody - unity3d

im currently making a fps game and i have a rigidbody character controller and im trying to make it dash towards the direction the player is facing however my current dash function makes it go downwards and goes very fast
any ideas for how i can either fix the dashing or make a new dash mechanism?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class movement : MonoBehaviour
{
float yaw = 0f, pitch = 0f;
Rigidbody rb;
public float walkSpeed = 5f, sensitivity = 2f;
bool jumping = false;
private float DashDistance = 5f;
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
rb = GetComponent<Rigidbody>();
}
private void Update()
{
if (Input.GetKey(KeyCode.Space) && Physics.Raycast(rb.transform.position, Vector3.down, 1 + 0.001f))
rb.velocity = new Vector3(rb.velocity.x, 5f, rb.velocity.z);
if (Physics.Raycast(rb.transform.position, Vector3.down, 1 + 0.001f))
jumping = false;
else
jumping = true;
if (jumping && Input.GetKey(KeyCode.LeftControl))
Dash();
Look();
}
private void FixedUpdate()
{
Movement();
}
void Look()
{
pitch -= Input.GetAxisRaw("Mouse Y") * sensitivity;
pitch = Mathf.Clamp(pitch, -90f, 90f);
yaw += Input.GetAxisRaw("Mouse X") * sensitivity;
Camera.main.transform.localRotation = Quaternion.Euler(pitch, yaw, 0f);
}
void Movement()
{
Vector2 axis = new Vector2(Input.GetAxis("Vertical"), Input.GetAxis("Horizontal")) * walkSpeed;
Vector3 forward = new Vector3(-Camera.main.transform.right.z, 0f, Camera.main.transform.right.x);
Vector3 wishDir = (forward * axis.x + Camera.main.transform.right * axis.y + Vector3.up * rb.velocity.y);
rb.velocity = wishDir;
}
void Dash()
{
Vector3 movement = new Vector3(Input.GetAxis("Horizontal"), 1f, Input.GetAxis("Vertical"));
Vector3 offset = new Vector3(movement.x * transform.position.x, movement.y * transform.position.y, movement.z * transform.position.z);
rb.AddForce(transform.position + (offset * DashDistance), ForceMode.VelocityChange);
}
}

I think you should add force in the forward direction.
AddForce(transform.forward * yourForceValue);

Related

When jumping, the rotation value becomes 0

this is my PlayerMovement script.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public CharacterController controller;
public float turnSmoothTime = 0.1f;
float turnSmoothVelocity;
public float Speed = 10f;
private Vector3 moveDirection;
public float groundDistance = 0.4f;
public float gravity = -9.81f;
public float jumpPower = 3.5f;
public float directionY;
bool isGrounded;
public Animator anim;
public Transform cam;
private void Update()
{
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
moveDirection = new Vector3(horizontal, 0f, vertical).normalized;
if (controller.isGrounded)
{
if (Input.GetKeyDown(KeyCode.Space))
{
directionY = jumpPower;
}
else
{
directionY = 0;
}
}
if (!controller.isGrounded)
{
directionY += gravity * Time.deltaTime;
}
moveDirection.y = directionY;
if (moveDirection.magnitude >= 0.1f)
{
float targetAngle = Mathf.Atan2(moveDirection.x, moveDirection.z) * Mathf.Rad2Deg;
float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
transform.rotation = Quaternion.Euler(0f, angle, 0f);
controller.Move(moveDirection * Speed * Time.deltaTime);
}
bool hasHorizontalInput = !Mathf.Approximately(horizontal, 0f);
bool hasVerticalInput = !Mathf.Approximately(vertical, 0f);
bool isWalking = hasHorizontalInput || hasVerticalInput;
}
}
I want to make smooth jump system using by characterController.
My code works fine in the ground state, but when I press space(for jump), it returns the current rotation y value to 0.
(I think this problem is because the jump's position value is y, but the movement's rotation value is also y.)
how do i solve it? I want the rotation value not to change even if I jump.
I solved.
It was a code execution order issue.
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;
if (controller.isGrounded && Input.GetButton("Jump"))
{
movingDirection.y = jumpSpeed;
}
movingDirection.y -= gravity * Time.deltaTime;
controller.Move(movingDirection * Time.deltaTime * speed);
if (direction.magnitude >= 0.1f)
{
float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg;
float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
transform.rotation = Quaternion.Euler(0f, angle, 0f);
controller.Move(direction * speed * Time.deltaTime);
}

How to make jump faster when player is running?

I have a character controller movement where the player can walk, run and jump. However, I facing an issue with the jumping. When jumping while walking, the jump speed looks good. But when jumping while running, the jump speed is too slow compared to the run speed. How can I fix this?
Here is my code:
public class PlayerMovement : MonoBehaviour
{
[SerializeField] Transform playerCamera = null;
[SerializeField] float mouseSensitivity = 3.5f;
[SerializeField] float walkSpeed = 10.0f;
[SerializeField] float RunSpeed = 12.0f;
[SerializeField] float gravity = 9.81f;
[SerializeField] bool lockCursor = true;
[SerializeField] [Range(0.0f, 0.5f)] float moveSmoothTime = 0.3f;
public float jumpHeight = 3f;
Vector3 velocity;
public float verticalVelocity;
float cameraPitch = 0.0f;
CharacterController controller = null;
Vector2 currentDir = Vector2.zero;
Vector2 currentDirVelocity = Vector2.zero;
Vector2 currentMouseDelta = Vector2.zero;
Vector2 currentMouseDeltaVelocity = Vector2.zero;
void Start()
{
controller = GetComponent<CharacterController>();
if (lockCursor)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
void Update()
{
UpdateMouseLook();
UpdateMovement();
}
void UpdateMouseLook()
{
Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
cameraPitch -= currentMouseDelta.y * mouseSensitivity;
cameraPitch = Mathf.Clamp(cameraPitch, -90.0f, 90.0f);
playerCamera.localEulerAngles = Vector3.right * cameraPitch;
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity);
}
void UpdateMovement()
{
Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
targetDir.Normalize();
currentDir = Vector2.SmoothDamp(currentDir, targetDir, ref currentDirVelocity, moveSmoothTime);
if (controller.isGrounded)
velocity.y = 0.0f;
velocity += (velocity.y < 0 ? Physics.gravity * 2 : Physics.gravity) * Time.deltaTime;
velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * walkSpeed + Vector3.up * velocity.y;
if (Input.GetKeyDown(KeyCode.J) && controller.isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
velocity += (velocity.y < 0 ? Physics.gravity * 2 : Physics.gravity) * Time.deltaTime;
}
controller.Move(velocity * Time.deltaTime);
if ((Input.GetKey("left shift") || Input.GetKey("right shift")) && controller.isGrounded && !Input.GetKey(KeyCode.S) && !Input.GetKey(KeyCode.DownArrow))
{
velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * RunSpeed + Vector3.up * velocity.y;
controller.Move(velocity * Time.deltaTime);
}
}
I optimized the above code and removed some dublicate. I also noticed that the speed problem was due to the presence of isGrounded in the body of the running condition, which made running dependent on being on the ground. This is the player script:
public class Player : MonoBehaviour
{
[SerializeField] Transform playerCamera = null;
[SerializeField] float mouseSensitivity = 3.5f;
[SerializeField] float walkSpeed = 10.0f;
[SerializeField] float runSpeed = 12.0f;
[SerializeField] float gravity = 9.81f;
[SerializeField] bool lockCursor = true;
[SerializeField] [Range(0.0f, 0.5f)] float moveSmoothTime = 0.3f;
public float jumpHeight = 3f;
Vector3 velocity;
private float verticalVelocity;
private Vector3 inputVector;
float cameraPitch = 0.0f;
CharacterController controller = null;
Vector2 currentDir = Vector2.zero;
Vector3 currentDirVelocity = Vector3.zero;
Vector2 currentMouseDelta = Vector2.zero;
Vector2 currentMouseDeltaVelocity = Vector2.zero;
void Start()
{
controller = GetComponent<CharacterController>();
if (lockCursor)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
void Update()
{
UpdateMouseLook();
UpdateMovement();
}
void UpdateMouseLook()
{
var targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, moveSmoothTime);
cameraPitch -= currentMouseDelta.y * mouseSensitivity;
cameraPitch = Mathf.Clamp(cameraPitch, -90.0f, 90.0f);
playerCamera.localEulerAngles = Vector3.right * cameraPitch;
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity);
}
void UpdateMovement()
{
// jumping
var isGrounded = Physics.Raycast(transform.position, Vector3.down, 1.1f) && velocity.y <= 0;
if (isGrounded)
{
velocity.y = Input.GetKeyDown(KeyCode.Space) ? Mathf.Sqrt(jumpHeight) : 0f;
}
else
{
velocity += (velocity.y < 0 ? Physics.gravity * 2 : Physics.gravity) * Time.deltaTime;
}
controller.Move(velocity);
// movement
inputVector = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical")).normalized;
var smoothDamp = Vector3.SmoothDamp(inputVector, inputVector, ref currentDirVelocity, moveSmoothTime);
var runKey = (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) &&
!Input.GetKey(KeyCode.S) && !Input.GetKey(KeyCode.DownArrow);
controller.Move(smoothDamp * (runKey ? runSpeed : walkSpeed) * Time.deltaTime);
}
}
Also, these settings were suitable for a height 2 capsule:
If your character is greater than 2, adjust the length of the ground detection raycast accordingly because the controller.isGrounded condition does not always work.
When you are using character controller you need to do all the calculations for all the situations.
To get the result you are looking for you can do a calculation beetween jump and walking speed.
Another way is to use Rigid body (lock rotations) and add forces for jump and move.
both examples here: https://www.youtube.com/watch?v=b1uoLBp2I1w

Jump function Unity

I updated my code, my current problem is just that the movement of the player doesn't work anymore and I would like to know what I have to do so that I can adjust the height of the jump and that when this height is reached, gravity comes through again
Code:
//Private Variables
private CharacterController _chaCont;
private float currentGravity;
private Vector3 finalMovement;
//Globally delared
//Public Variables
public float speed;
public float gravity;
public float jumpSpeed;
// Start is called before the first frame update
void Start()
{
_chaCont = gameObject.GetComponent<CharacterController>();
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
finalMovement = jump() + ApplyGravity();
}
_chaCont.Move(finalMovement * Time.deltaTime);
}
Vector3 ApplyGravity()
{
Vector3 gravityMovement = new Vector3(0, -currentGravity, 0);
currentGravity += gravity * Time.deltaTime;
if (_chaCont.isGrounded)
{
if (currentGravity > 1f)
currentGravity = 1f;
}
return gravityMovement;
}
Vector3 Movement()
{
Vector3 moveVector = Vector3.zero;
moveVector += transform.forward * Input.GetAxis("Vertical");
moveVector += transform.right * Input.GetAxis("Horizontal");
moveVector *= speed;
return moveVector;
}
Vector3 jump()
{
Vector3 jumpVector = Vector3.zero;
jumpVector += transform.up * Input.GetAxis("Jump");
jumpVector *= jumpSpeed;
return jumpVector;
}
}
Good Night. Have you tried the input system C# provides should be like below code.
//Private Variables
private CharacterController _chaCont;
private float currentGravity;
private Vector3 finalMovement; //Globally delared
//Public Variables
public float speed;
public float gravity;
// Start is called before the first frame update
void Start()
{
_chaCont = gameObject.GetComponent<CharacterController>();
}
// Update is called once per frame
void Update()
{
Vector3 initialMovement = Movement();
if(Input.GetKeyDown(KeyCode.Space)){
finalMovement = initialMovement + ApplyGravity();
}
else{
finalMovement = initialMovement;
}
_chaCont.Move(finalMovement * Time.deltaTime);
}
Vector3 ApplyGravity()
{
Vector3 gravityMovement = new Vector3(0, -currentGravity, 0);
currentGravity += gravity * Time.deltaTime;
if (_chaCont.isGrounded)
{
if (currentGravity > 1f)
currentGravity = 1f;
}
return gravityMovement;
}
Vector3 Movement()
{
Vector3 moveVector = Vector3.zero;
moveVector += transform.forward * Input.GetAxis("Vertical");
moveVector += transform.right * Input.GetAxis("Horizontal");
moveVector *= speed;
return moveVector;
}

Camera Follow Player when Moving Mouse with Unity 3D

I have a simple script to move and look around when I turn the camera doesn't turn with the character how do I make them turn together.
using System.Collections.Generic;
using UnityEngine;
public class PlayerFollow : MonoBehaviour
{
public Transform PlayerTransform;
private Vector3 _cameraOffset;
public float rotationSpeed = 1;
public Transform Target, Player;
float mouseX, mouseY;
[Range(0.01f, 1.0f)]
public float SmoothFactor = 0.5f;
public bool LookAtPlayer = false;
// Start is called before the first frame update
void Start()
{
_cameraOffset = transform.position - PlayerTransform.position;
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void LateUpdate()
{
CamControl();
Vector3 newPos = PlayerTransform.position + _cameraOffset;
transform.position = Vector3.Slerp(transform.position, newPos, SmoothFactor);
/*if(LookAtPlayer){
transform.LookAt(PlayerTransform);
}*/
}
void CamControl()
{
mouseX += Input.GetAxis("Mouse X") * rotationSpeed;
mouseY += Input.GetAxis("Mouse Y") * rotationSpeed * -1;
mouseY = Mathf.Clamp(mouseY, -35, 60);
transform.LookAt(Target);
Target.rotation = Quaternion.Euler(mouseY, mouseX, 0);
Player.rotation = Quaternion.Euler(0, mouseX, 0);
}
}
[Picture Of Workspace]
I think You should make the camera child of the player and then attach this code to the player.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public CharacterController characterController;
public float speed;
private Vector3 camRotation;
private Transform cam;
private Vector3 moveDirection;
[Range(-45, -15)]
public int minAngle = -30;
[Range(30, 80)]
public int maxAngle = 45;
[Range(50, 500)]
public int sensitivity = 200;
private void Awake()
{
cam = Camera.main.transform;
}
void Update()
{
Move();
Rotate();
}
private void Rotate()
{
transform.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
camRotation.x -= Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
cam.localEulerAngles = camRotation;
}
private void Move()
{
float horizontalMove = Input.GetAxis("Horizontal");
float verticalMove = Input.GetAxis("Vertical");
if (characterController.isGrounded)
{
moveDirection = new Vector3(horizontalMove, 0, verticalMove);
moveDirection = transform.TransformDirection(moveDirection);
}
moveDirection.y -= gravity * Time.deltaTime;
characterController.Move(moveDirection * speed * Time.deltaTime);
}
}
Please do not forget to add a Character Controller to the player, and then assign it in the inspector.

How to make my stick rotating after bouncing with button long pressed?

Basically I want to make bouncing stick and rotate control, with the left-right button.i'm facing an issue that the rotate not good as I expected because it won't follow my button like being affected by something after bouncing,
I'm using 2d physics material with friction = 1 and Bounciness = 0.9797 for perfect bouncing also attached to rigidbody2d.
I don't know, should I attach it on collider?
here my Player control Script:
public Rigidbody2D r2d;
public float vertical;
public float horizontal;
public Joystick joystick;
private void Start() {
r2d = gameObject.GetComponent < Rigidbody2D > ();
joystick = FindObjectOfType < Joystick > ();
}
private void Update() {
Movement();
}
public void Movement() {
r2d.velocity = r2d.velocity.normalized * 7f;
//horizontal = joystick.Horizontal;
//vertical = joystick.Vertical;
//if (horizontal == 0 && vertical == 0)
//{
// Vector3 curRot = transform.localEulerAngles;
// Vector3 homeRot = transform.localEulerAngles;
// transform.localEulerAngles = Vector3.Slerp(curRot, homeRot, Time.deltaTime * 2);
//}
//else
//{
// transform.localEulerAngles = new Vector3(0f, 0f, Mathf.Atan2(horizontal, vertical) * -180 / Mathf.PI);
//}
}
public Vector3 target;
public float rotationSpeed = 10f;
public float offset = 5;
public void turnLeft() {
Vector3 dir = target - transform.position;
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
Quaternion rotation = Quaternion.Euler(new Vector3(0, 0, angle + offset));
transform.rotation = Quaternion.Slerp(transform.rotation, -rotation, rotationSpeed * Time.deltaTime);
}
public void turnRight() {
Vector3 dir = target - transform.position;
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
Quaternion rotation = Quaternion.Euler(new Vector3(0, 0, angle + offset));
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, rotationSpeed * Time.deltaTime);
}
Whenever there is a Rigidbody/Rigidbody2D involved you do not want to manipulate anything via the .transform component!
This breaks the physics, collision detection and leads to strange movements basically the transform "fighting" against physics for priority.
What you rather want to do would be e.g. adjusting the Rigidbody2D.angularVelocity
public void turnLeft()
{
// Note that Time.deltaTime only makes sense if this is actually called every frame!
r2d.angularVelocity -= rotationSpeed * Time.deltaTime;
}
public void turnRight()
{
r2d.angularVelocity += rotationSpeed * Time.deltaTime;
}