How to prevent the player from going on top of object when moving? - unity3d

The player goes on top of some objects when he walks toward them, how can I prevent that from happening? Here is an example image of that:
I did not jump to be on the couch but yet it still goes on top of it when I walk to it. Here is my player information:
I don't want to change the player's movement, but I don't want it to go on top of objects when I'm walking.

Make the Step Offset in character controller 0. More info on it here

The character controller Step Offset solves this problem by increasing it value, but you may find that after adding the value, the character controller does not generate any gravitational force on its own.
To solve the problem of gravity, it is enough to first get the component.
private CharacterController controller;
public void Start()
{
controller = GetComponent<CharacterController>();
}
And then apply gravity to the object with the following instructions, you have already obtained the moveInput axis with the Input.GetAxis method.
private Vector3 velocity;
private void Update()
{
var moveInput = new Vector3(Input.GetAxis("Horizontal"), 0f, Input.GetAxis("Vertical"));
// === AFTER CALCULATING MOVE INPUT
controller.Move(moveInput*Time.deltaTime);
velocity += Physics.gravity * Time.deltaTime;
controller.Move(velocity); // Apply Gravity
if (controller.isGrounded) velocity = Vector3.zero;
}

Related

Raycast2D hits only one side of Collider

I want to make sure that various objects moving at high speed cannot pass through walls or other objects. My thought process was to check via Raycast if a collision has occurred between two moments of movement.
So the script should remember the previous position and check via Raycast for collisions between previous and current position.
If a collision has occurred, the object should be positioned at the meeting point and moved slightly in the direction of the previous position.
My problem is that works outside the map not inside. If I go from inside to outside, I can go through the walls. From outside to inside not.
Obviously I have misunderstood something regarding the application with raycasts.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ObsticalControll : MonoBehaviour
{
private Vector3 positionBefore;
public LayerMask collisionLayer = 9;
private Vector3 lastHit = new Vector3(0, 0, -20);
// Start is called before the first frame update
void Start()
{
positionBefore = transform.position;
}
private void OnDrawGizmos()
{
Gizmos.DrawCube(lastHit, new Vector3(.2f,.2f,.2f));
}
// Update is called once per frame
void Update()
{
Vector3 curruentMovement = transform.position;
Vector2 dVector = (Vector2)transform.position - (Vector2)positionBefore;
float distance = Vector2.Distance((Vector2)positionBefore, (Vector2)curruentMovement);
RaycastHit2D[] hits = Physics2D.RaycastAll((Vector2)positionBefore, dVector, distance, collisionLayer);
if(hits.Length > 0)
{
Debug.Log(hits.Length);
for (int i = hits.Length -1 ; i >= 0 ; i--)
{
RaycastHit2D hit = hits[i];
if (hit.collider != null)
{
Debug.Log("hit");
lastHit.x = hit.point.x;
lastHit.y = hit.point.y;
Vector3 resetPos = new Vector3(hit.point.x, hit.point.y, transform.position.z) + positionBefore.normalized * 0.1f;
transform.position = new Vector3(resetPos.x, resetPos.y, transform.position.z);
}
}
}
positionBefore = transform.position;
}
}
Theres a better way to deal with this that unity has built in.
Assuming the object thats moving at a high speed has a RigidBody(2d in your case) you can set its Collision Detection to Continuous instead of Discrete.
This will help collisions with high speed collision, assuming that its moving at high speed and the wall is not moving.
If for some reason you cannot apply this to your scenario, Ill try to help with the raycast solution.
However, I am still wondering about the collision behavior of my raycast script. That would be surely interesting, if you want to calculate shots or similar via raycast
Alright, so your initial idea was to check if a collision had occurred, By checking its current position and its previous position. And checking if anything is between them, that means a collision has occurred. And you would teleport it back to where it was suppose to have hit.
A better way todo this would be to check where the GameObject would be in the next frame, by raycasting ahead of it, by the distance that it will travel. If it does hit something that means that within the next frame, it would have collided with it. So you could stop it at the collision hit point, and get what it has hit. (This means you wouldn't have to teleport it back, So there wouldn't be a frame where it goes through then goes back)
Almost the same idea but slightly less complicated.
Problem would be that if another object were to appear between them within the next frame aswell, it could not account for that. Which is where the rigidbody.movePosition shines, And with OnCollisionEnter you can detect when and what it collided with correctly. Aswell as without the need to teleport it back

Player stops move the character direction resets [Unity 2D]

My character is a car and I try to rotate it the direction it move, so far so good I succeeded to do that but once I stop moving the character flips back to the direction it was on the start.
Also how can I make my turns from side to the opposite site smooth ?
Here is my code so far:
[SerializeField] float driveSpeed = 5f;
//state
Rigidbody2D myRigidbody;
// Start is called before the first frame update
void Start()
{
myRigidbody = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
Move();
}
private void Move()
{
//Control of velocity of the car
float HorizontalcontrolThrow = CrossPlatformInputManager.GetAxis("Horizontal"); // Value between -1 to 1
float VerticalcontrolThrow = CrossPlatformInputManager.GetAxis("Vertical"); // Value between -1 to 1
Vector2 playerVelocity = new Vector2(HorizontalcontrolThrow * driveSpeed, VerticalcontrolThrow * driveSpeed);
myRigidbody.velocity =playerVelocity;
**//Direction of the car**
Vector2 direction = new Vector2(HorizontalcontrolThrow, VerticalcontrolThrow);
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
myRigidbody.rotation = angle;
}
I'm not sure about this, but maybe that last line "myRigidbody.rotation = angle" being called every frame is what is making your car reset its rotation.
Maybe change it to "myRigidbody.rotation *= angle" or "myRigidbody.rotation += angle".
It looks like it may be because HorizontalcontrolThrow and VerticalcontrolThrow are going to be reset when you release the controls. If it's resetting to its original orientation, then what's happening is that until you move, those two values are going to be at their default value. You then move and it affects the rotation. But when you release the controls, those values are back to the starting values again, and so is your rotation.
What you therefore need to do is try to separate the HorizontalcontrolThrow and VerticalcontrolThrow from the rest of the code, which should only be activated when at least one of these two variables are not at their default setting (I can't remember what the axis functions return at the moment).
Edit:
An IF statement should suffice (some rough pseudo code):
if (horizontalAxis != default || verticalAxis != default)
{
Rotate/Move
}
I solved the snap rotation using Quaternion at rotation, the issiu I had with it was to convert it from 3d to 2d, through the guide of this clip: youtube.com/watch?v=mKLp-2iseDc and made my adjustments it works just fine !

After rotate gameobje with joystick , rotate resetting. joystick rotate correction

After rotating the character with jotstick. rotate resetting. direction of the character With the joystick, I want the character to look in that direction when I turn my hand in the direction I want and then pull my hand out of the joystick. Don't let him look in the same direction joysticki when I left. how can I do it. thanks.
public class MyJoystick : MonoBehaviour
{
public Joystick joystick;
public Joystick joystickRot;
public float moveSpeed;
Quaternion targetRotation;
Rigidbody rigidbody;
// Start is called before the first frame update
void Start()
{
rigidbody = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
// var rigidbody = GetComponent<Rigidbody>();
rigidbody.velocity = new Vector3(joystick.Horizontal * moveSpeed, rigidbody.velocity.y, joystick.Vertical * moveSpeed);
// this is problem
// don't reset the rotate when joysticki is released.
transform.eulerAngles = new Vector3(transform.eulerAngles.x, Mathf.Atan2(joystickRot.Horizontal
, joystickRot.Vertical) * Mathf.Rad2Deg, transform.eulerAngles.z);
}
}
'joystickRot' will return zeros when not being pushed in any other direction, that is why your rotation is being reset, so you must check first that the joystick is actually being used before applying the values to your GameObjects transform rotation.
I'm not overly familiar with the joystick system you are using, but there will most certainly be a way to test if the joystick is being used or not, and only apply the force and rotations when it is.
By the way, you have two Joystick objects referenced, but I believe you only need one.

My game object move as soon as it gets some input

I'm trying to learn Unity by myself. I'm recreating pong in 3d with Unity objects. I started a few minutes ago and every time I throw any input into the pad its y coordinate shifts to 2.6, I have no idea why. Can someone help?
public class PadMovement : MonoBehaviour {
private CharacterController pad;
private Vector3 direction;
private Vector3 movement;
[SerializeField] private float speed = 50.0f;
// Use this for initialization
void Start() {
pad = GetComponent<CharacterController>();
}
// Update is called once per frame
void Update() {
direction = new Vector3(Input.GetAxis("Horizontal"), 0, 0);
movement = direction * speed;
pad.Move(movement * Time.deltaTime);
}
}
SOLVED: there was a capsule collider out of place!
Afternoon, I recently copied your code into a 'Unity3d', ".cs", File and actually I created a cube and placed my game into a 2d mode, After this I named my file "PadMovement", after that I dragged it onto my newly created cube, Once I had done that I tried to click play and noticed that my cube didn't have a "CharacterController", attached to my cube, Once I had done that and clicked play I was eligible to have my "paddle", smoothly move around the screen # 50.0f along the X axis.
Knowingly, My Input came from the "Character Controller", My Speed came from the Serial field you had for speed!
Do you by any chance have a CapsuleCollider Component or some other collider on the same GameObject that you have this PadMovement Component on? That sounds like a height where it might just be trying to pop the object out of ground collision.
It should be harmless if that's all it is. If you really want an object to be at y of 0 you can attach it to a parent object and have that parent stay at 0.

Camera Move and Rotate Follow Player very jerky

I make a character move on the surface of a circle. I let the camera move and rotate follow character. But the camera move and rotate very jerky. If I increase the value of the third parameter, the shock increases. and to reduce the value of the third parameter, the camera does not rotate to keep up the character. Help me fix it
My Code Camera Follow Player
public class CameraFollow : MonoBehaviour
{
public Transform player;
GameController gc;
public float speed = 2;
Vector3 pos = new Vector3 (0, 0, -10);
// Use this for initialization
void Start ()
{
gc = FindObjectOfType (typeof(GameController)) as GameController;
}
void FixedUpdate ()
{
if (gc.gameState == GameController.GameState.playing || gc.gameState == GameController.GameState.changeWave) {
transform.position = player.position + pos;
transform.rotation = Quaternion.Slerp (transform.rotation,
player.transform.rotation,
speed * Time.deltaTime);
}
}
}
Setting the position of a transform inside of FixedUpdate is a red flag for sure, especially when you're reporting that it's "jerky". Fixed update happens at an irregular interval compared to the frames displayed. This is because Physics needs to update using a fixed time step. The reason why this is the case is out of scope for this question.
Long story short, try changing FixedUpdate to Update and that should fix things looking "jerky".
Let me know if this doesn't work and I'll look for other possible causes.
If you are using a Rigidbody2D to move the character, make sure to set its Interpolate property to 'Interpolate'. This should fix it.