[![ hey guys so i need help please! i need my claw hand to be able to grab my object holder(orange thingy next to the red ball. my objectholder has a spring joint already so I want my clawhand to be able to grab it and pull it with the ball. When my hand opens then it shoots. But when I try to grab it, my hand goes right through.
My claw hand has rigidbody,box collider,configuration joint and is animation by this code
public class open2close : MonoBehaviour
{
public float speed;
private Animation anim;
Rigidbody rb;
void Start()
{
anim = gameObject.GetComponent<Animation>();
rb = GetComponent<Rigidbody>();
}
void Update()
{
//********************Open pincher ********************
if (Input.GetKey(KeyCode.X))
{
anim.Play("clawopen");
}
//*******************Close pincher ********************
if (Input.GetKey(KeyCode.Y))
{
anim.Play("clawclose");
}
}
}
as for my object holder it has box collider,spring joint, rigidbody, and rotation constraint. Can someone guide me or help me in what i can do thank you.
It is probably best to not have a collider on the claw hand. This is because you are mixing rigidbodies with animation, which can get messy. I would reccomend keeping everything, excpt for the box collider on the claw hand. Set it to a trigger. You can put booleans in the if statements to open and close the claw. This way, you can set the position of the objectholder to be at the claw (if they are touching).
Change your script to something like
public class open2close : MonoBehaviour
{
public float speed;
private Animation anim;
[SerializeField] bool isClosed;
Rigidbody rb;
void Start()
{
anim = gameObject.GetComponent<Animation>();
rb = GetComponent<Rigidbody>();
}
void Update()
{
if (Input.GetKey(KeyCode.X))
{
anim.Play("clawopen");
isClosed = false;
}
if (Input.GetKey(KeyCode.Y))
{
anim.Play("clawclose");
isClosed = true;
}
}
void OnTriggerStay(Collider obj)
{
Rigidbody colRb = obj.attachedRigidbody;
if (colRb != null && isClosed)
{
colRb.position = transform.position;
}
}
}
Let me know if this works and be specific! thanks :)
Related
I am currently am making a detail with blood where when the player shoots an enemy, a object spawns with a random sprite to represent blood. The problem is that the sprite simply only spawns in the same angle. I tried looking up how to get the angle of the bullet to give it to the newly spawned object. Does anyone here know how to get such a angle? so I could give it to another object? here are both scripts incase it helps
// Script for the gun
public Transform firepoint;
public GameObject bulletprefab;
public float bulletforce = 20f;
void Update()
{
if (Input.GetButtonDown("Fire1"))
{
Shoot();
}
}
void Shoot()
{
GameObject bullet= Instantiate(bulletprefab, firepoint.position, firepoint.rotation);
Rigidbody2D rby = bullet.GetComponent<Rigidbody2D>();
rby.AddForce(firepoint.up * bulletforce, ForceMode2D.Impulse);
SoundEffectScript.Playsound("gunshot");
}
// script for the blood object so far
private int rand;
public Sprite[] sprites;
void Start()
{
rand = Random.Range(0,sprites.Length);
GetComponent<SpriteRenderer>().sprite = sprites[rand];
}
I'm making a game in unity where the user drags to shoot a ball at some objects at a distance. So far I have this DragAndShoot script:
//using System.Collections;
//using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(Collider))]
public class DragAndShoot : MonoBehaviour
{
public Transform prefab;
private Vector3 mousePressDownPos;
private Vector3 mouseReleasePos;
private Rigidbody rb;
private bool isShoot;
void Start()
{
rb = GetComponent<Rigidbody>();
}
private void OnMouseDown()
{
mousePressDownPos = Input.mousePosition;
}
private void OnMouseUp()
{
mouseReleasePos = Input.mousePosition;
Shoot(mouseReleasePos-mousePressDownPos);
}
private float forceMultiplier = 3;
void Shoot(Vector3 Force)
{
if(isShoot)
return;
rb.AddForce(new Vector3(Force.y,Force.x,Force.z) * forceMultiplier);
isShoot = true;
createBall();
}
void createBall(){
Instantiate(prefab, GameObject.Find("SpawnPoint").transform.position, Quaternion.identity);
}
}
As you can see, I made the function createBall() in order to respawn a ball prefab at the position of the game object SpawnPoint. When I run the game, the first ball shoots fine. And another ball respawns.
Issue: when I shoot the second ball and it moves, one more ball seems to have appeared at the second ball somehow, and it moves as well. Not sure why this is happening and how to fix it - can someone pls help? Thanks.
The problem is that you need to Destroy() the game object you threw first. Since you are just bringing the objects back when click down again, here is what you should do:
Make it so that it destroys the old object. Because you just keep instantiating the object, then when you throw it again it throws the old one too. If you understand what I mean, then hopefully, you can turn this into what you want. (It wasn’t exactly clear what your game was; this is what I interpreted)
So I have assigned a script to a simple ball and tried to attach this code:
private Rigidbody2D rb2D;
Vector2 speed;
void Start()
{
rb2D = gameObject.AddComponent<Rigidbody2D>();
speed = new Vector2(1,0);
}
void FixedUpdate()
{
rb2D.AddForce(speed);
}
And It doesn't work. May I know what I did wrong ? As it seems that addforce doesn't work. And the object with script attached has a rigidbody2d component
I have been try for a while to stop the enemy rotate wen my player collide with it. I have insert a rigid body, and I have try to freeze position and also the freeze rotation but he keep doing the same, I can't find any were any info to learn about this problem.
I have google it a few times and could not find any thing, close to my problem.
This is the screenshot of the problem
https://imgur.com/fyryuqY
Also I have tried to set Angular drag to 0 but no success it keep doing the same.
It sounds like I am missing something, but I can't find any solution for it yet.
I have also tried to see all answers on unity forum but I can't find anywhere a solution or the way to learn about this problem.
I have edit to insert the enemy script
This is my enemy script
using UnityEngine;
using System.Collections;
public class target : MonoBehaviour {
public float health = 100f;
public Animator animx2;
public AudioSource audiovfx2;
public void TakeDamage (float amount)
{
health -= amount;
if (health <= 0f)
{
Die();
}
}
void Die()
{
animx2.SetBool("isdie",true);
audiovfx2.Play();
healthcontroller.score += 10;
health -= 10;
Destroy (gameObject, 1.5f);
}
void Update()
{
animx2 = GetComponent<Animator>();
GetComponent<AudioSource>().Play();
}
void OnTriggerEnter(Collider other) {
if (other.tag == "Player") {
Rigidbody rb = GetComponent<Rigidbody>();
rb.angularVelocity = Vector3.zero
//Stop Moving/Translating
//rbdy.velocity = Vector3.zero;
//Stop rotating
//rbdy.angularVelocity = Vector3.zero;
}
}
void OnTriggerExit(Collider other) {
if (other.tag == "Player") {
//here i want to return to normal
}
}
}
Thank you in advance
Did you try to nullify angularVelocity of the Rigidbody component, for example
rb.angularVelocity = Vector3.zero;
I am experiencing the strangest issue
I have a ray cast and when it touches a certain layer it calls my function which does a small animation.
The problem is, this only works on a single object, I have tried duplicating, copying the prefab, dragging prefab to the scene, it doesn't work.
Now I have this code below, and as you can see I have this line which allows me to access the script on public PlatformFall platfall; so I can call platfall.startFall();
Something I've noticed, If I drag a single item from the hierarchy to the public PlatFall in Inspector then that SINGLE object works as it should. ( in that it animates when startFall is called). HOWEVER, if I drag the prefab from my project to the inspector then they do not work. (Even if debug log shows that the method is called animation does not occur).
public class CharacterController2D : MonoBehaviour {
//JummpRay Cast
public PlatformFall platfall;
// LayerMask to determine what is considered ground for the player
public LayerMask whatIsGround;
public LayerMask WhatIsFallingPlatform;
// Transform just below feet for checking if player is grounded
public Transform groundCheck;
/*....
...*/
Update(){
// Ray Casting to Fallingplatform
isFallingPlatform = Physics2D.Linecast(_transform.position, groundCheck.position, WhatIsFallingPlatform);
if (isFallingPlatform)
{
Debug.Log("Here");
platfall.startFall();
}
Debug.Log(isFallingPlatform);
}
}
Platform Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlatformFall : MonoBehaviour
{
public float fallDelay = 0.5f;
Animator anim;
Rigidbody2D rb2d;
void Awake()
{
Debug.Log("Awake Called");
anim = GetComponent<Animator>();
rb2d = GetComponent<Rigidbody2D>();
}
private void Start()
{
Debug.Log("Start Called");
}
//void OnCollisionEnter2D(Collision2D other)
//{
// Debug.Log(other.gameObject.tag);
// GameObject childObject = other.collider.gameObject;
// Debug.Log(childObject);
// if (other.gameObject.CompareTag("Feet"))
// {
// anim.SetTrigger("PlatformShake");
// Invoke("Fall", fallDelay);
// destroy the Log
// DestroyObject(this.gameObject, 4);
// }
//}
public void startFall()
{
anim.SetTrigger("PlatformShake");
Invoke("Fall", fallDelay);
Debug.Log("Fall Invoked");
// destroy the Log
// DestroyObject(this.gameObject, 4);
}
void Fall()
{
rb2d.isKinematic = false;
rb2d.mass = 15;
}
}
I understood from your post that you are always calling PlatformFall instance assigned from inspector. I think this changes will solve your problem.
public class CharacterController2D : MonoBehaviour {
private PlatformFall platfall;
private RaycastHit2D isFallingPlatform;
void FixedUpdate(){
isFallingPlatform = Physics2D.Linecast(_transform.position, groundCheck.position, WhatIsFallingPlatform);
if (isFallingPlatform)
{
Debug.Log("Here");
platfall = isFallingPlatform.transform.GetComponent<PlatformFall>();
platfall.startFall();
}
}
}
By the way, i assume that you put prefab to proper position to cast. And one more thing, you should make physics operations ,which affect your rigidbody, in FixedUpdate.