How to prevent upward rigidbody velocity? - unity3d

I have a group of objects that I allow my player to toss around the scene in zero gravity. However I want to create type of invisible bounds after a certain height. So far when the object reaches a certain upward bounds, I have been doing this in my FixedUpdate...
GetComponent<Rigidbody>().velocity = GetComponent<Rigidbody>().velocity - Vector3.Project(GetComponent<Rigidbody>().velocity, transform.up);
...which works in a sense, but because it is using transform.up, it is removing velocity from both upwards and downwards movement, and I need to restrict it to just upwards movement. Is this possible?

Maybe you can check the y component of the velocity and if it's positive (upwards) set it to 0? If it's negative (downwards) just keep it.
PS. I think you should get a variable referencing the rigidbody component to minimize the GetComponent calls.
Vector3 v = rb.velocity; //get the velocity
v.y = v.y > 0 ? 0 : v.y; //set to 0 if positive
rb.velocity = v; //apply the velocity

You could just check if position hits the threshold and if object is currently moving upwards
[SerializeField] private Rigidbody rb;
[SerializeField] private float maxY;
private void Awake()
{
if(!rb) rb = GetComponent<Rigidbody>();
}
private void FixedUpdate()
{
var velocity = rb.velocity;
if(rb.position.y >= maxY && velocity.y > 0)
{
velocity.y = 0;
rb.velocity = velocity;
}
}

Related

Movement using a Rigidbody

I've been using the transform property for movement so far and that left my Physics a little choppy on collision. To counter this I switched movement using Rigidbody.velocity. This is a sample of my code.
//Start
rb = GetComponent<RigidBody>();
jumpForce = 5;
//Update
horizontalInput = Input.GetAxis("HorizontalInput");
Vector3 movement = new Vector3(horizontalInput, 0.0f, 0.0f);
rb.velocity = movement * speed;
this worked when it came to left and right, however when I want to jump I use this function and my character does not move, is there something wrong I'm doing or am I too much of a beginner to understand?
if (Input.GetKeyDown(KeyCode.UpArrow)) {
rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
}
Looks like you're overriding the velocity when you do horizontal movement so the jump velocity has no effect. You should use rb.AddForce() for horizontal movement too.
You have to be careful not to add too much force though. For an example see this answer.
Vector3.up is the same as new Vector3(0f, 1, 0f) and since X and Z axis are 0 => your character will not move when jumping.
You need to save existing X and Z velocity in rb.velocity without any changing them when jumping:
if (Input.GetKeyDown(KeyCode.UpArrow))
{
Vector3 velocity = rb.velocity;
rb.velocity = new Vector3(velocity.x, jumpForce, velocity.z);
}
Since you change velocity instantly - you'll get instant velocity change which is the same as using AddForce with ForceMode.Impulse

2D car control with mouse position in unity 2D

i am new in unity. I want to car game with mouse control to Unity 2D. I was trying this code but not working. Car vibrates when i move mouse over car. I want it to work perfectly when the mouse hovers over the car. how can i do this? my code is as follows:
private void OnMouseOver()
{
// Distance from camera to object. We need this to get the proper calculation.
float camDis = cam.transform.position.y - my.position.y;
// Get the mouse position in world space. Using camDis for the Z axis.
Vector3 mouse = cam.ScreenToWorldPoint (new Vector3 (Input.mousePosition.x, Input.mousePosition.y, camDis));
float AngleRad = Mathf.Atan2 (mouse.y - my.position.y, mouse.x - my.position.x);
float angle = (180 / Mathf.PI) * AngleRad;
body.rotation = angle;
Vector3 temp = Input.mousePosition;
temp.z = 10f; // Set this to be the distance you want the object to be placed in front of the camera.
this.transform.position = Camera.main.ScreenToWorldPoint(temp);
}
I'm not too clear on the effect you want to achieve, but if you just want the object to move and turn gradually instead of instantly changing, that can be achieved using Vector3.MoveTowards and Quaternion.RotateTowards, e.g.:
private void OnMouseOver()
{
// Distance from camera to object. We need this to get the proper calculation.
float camDis = cam.transform.position.y - my.position.y;
// Get the mouse position in world space. Using camDis for the Z axis.
Vector3 mouse = cam.ScreenToWorldPoint (new Vector3 (Input.mousePosition.x, Input.mousePosition.y, camDis));
float AngleRad = Mathf.Atan2 (mouse.y - my.position.y, mouse.x - my.position.x);
float angle = (180 / Mathf.PI) * AngleRad;
//body.rotation = angle; //??
float turnSpeed = 200f;
transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.Euler(0, 0, angle), turnSpeed * Time.deltaTime);
Vector3 temp = Input.mousePosition;
temp.z = 10f; // Set this to be the distance you want the object to be placed in front of the camera.
float moveSpeed = 10f;
transform.position = Vector3.MoveTowards(transform.position, Camera.main.ScreenToWorldPoint(temp), moveSpeed * Time.deltaTime);
}
Edit in response to comment: If you want it to move only when the player begins the drag on the car, then yes, putting it in OnMouseDrag() would work. If you want it to move when the player drags from anywhere on the screen, you'd want to put the movement code in Update() and check whether the left mouse button is being held down using Input.GetMouseButton(0).
If you wanted it to keep moving towards the last mouse position (e.g. player can click on the screen and it will move there while the mouse button is not being held down), you'd need to keep the last mouse location in a class variable and move towards that in Update().
Incidentally if you want it to move a bit more like a car, you could always move it forwards while it turns towards the mouse, rather than moving it directly towards the mouse even if it's facing a different direction.
Here's an example but be aware that I've changed a few things that didn't seem necessary to me, like using my.position rather than transform.position. If you use it you may need to adapt it to suit the rest of your code.
public float maxTurnSpeed = 250f;
public float maxSpeed = 8f;
public float stopDistance = 0.5f;
public float slowDistance = 2.5f;
private void Update()
{
if( !Input.GetMouseButton(0) ) // If the mouse button is NOT being held down this frame
return; // Don't move. (Ideally you would decelerate the car rather than stopping it immediately though.)
// Remove the above two lines and move all of this to OnMouseDrag if you want to require the drag to begin on this object to move it.
// Also note: this code now assumes the object begins in the desired z position and doesn't change it, rather than forcing a z position.
// Distance from camera to object. We need this to get the proper calculation.
float camDis = transform.position.z - Camera.main.transform.position.z; // Changed this to use z instead of y as it appeared to be a mistake(?)
// Get the mouse position in world space. Using camDis for the Z axis.
Vector3 mouse = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, camDis));
float distanceFromMouse = Vector3.Distance(transform.position, mouse);
// If we're further away from the mouse than stopDistance, move.
if( distanceFromMouse > stopDistance )
{
float speedMultiplier = 1.0f;
float rotationMultiplier = 1.0f;
// If we're closer to the mouse than slowdistance, slow down proportionately to the remaining distance from stopDistance
if( distanceFromMouse < slowDistance )
{
speedMultiplier = (distanceFromMouse - stopDistance) / (slowDistance - stopDistance);
}
// Reduce turning speed as we approach stopDistance, but not by as much as speed is reduced
if( speedMultiplier < 0.5f )
rotationMultiplier = speedMultiplier * 2f;
float AngleRad = Mathf.Atan2(mouse.y - transform.position.y, mouse.x - transform.position.x);
float angle = (180 / Mathf.PI) * AngleRad;
// Turn the car towards facing the mouse position
transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.Euler(0, 0, angle), maxTurnSpeed * rotationMultiplier * Time.deltaTime);
// Move the car towards its transform.right vector.
transform.position += transform.right * (maxSpeed * speedMultiplier * Time.deltaTime);
}
}

3rd Person RigidBody Movement Script Using CineMachine

I am trying to create a 3rd person movement script using Cinemachine as camera, I followed Brackeys "THIRD PERSON MOVEMENT in Unity" YouTube tutorial. I then Changed the base of it from character controller to rigidbody and the movement works perfectly fine. However my code sets the velocity of the rigidbody's y axis to 0 when I move the player which fights the gravity making the player jitter slowly to the ground when I move. The Character however does drop to the ground when the player stops moving. All I need is for the script to ignore the y axis and simply listen to unity's gravity.
void Update()
{
if (!photonView.isMine)
{
Destroy(GetComponentInChildren<Camera>().gameObject);
Destroy(GetComponentInChildren<Cinemachine.CinemachineFreeLook>().gameObject);
return;
}
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
isGrounded = Physics.CheckSphere(new Vector3(transform.position.x, transform.position.y - 1, transform.position.z), 0.01f, layerMask);
Vector3 inputVector = new Vector3(horizontal, 0f, vertical).normalized;
if (inputVector.magnitude >= 0.1f)
{
float targetAngle = Mathf.Atan2(inputVector.x, inputVector.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
transform.rotation = Quaternion.Euler(0f, angle, 0f);
Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
rb.velocity = moveDir.normalized * speed;
}
if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
{
rb.AddForce(Vector3.up * jumpForce);
}
}
The player jitters because, in your movement section, you set the y velocity to 0, since Vector3.forward returns new Vector3(0, 0, 1) and you only rotate the vector around the y axis. Instead of this, consider doing:
Vector3 moveDir = new Vector3(transform.forward.x, rb.velocity.y, transform.forward.z);
This will preserve the velocity as it was, removing the jittering.
Note: transform.forward automatically gets the forward vector for the player.

Unity - Projectile Motion, find the angle needed to hit coordinates x,y

Plenty of questions asked around the same topic, but nothing seems to be working for me.
The problem is simple, a player and an enemy are on the x,y plane. I want to launch my projectile at a calculated angle in such way that the projectile will hit the enemy at it's coordinates.
I've tried implementing both
Angle of Reach and Angle required to hit x,y
Both of these implementation end up doing the same for me; Shooting but not hitting the target in this manner
Any help or pointers would be much appreciated! Thank you
Here is the code:
public Rigidbody projectile;
public float projectileSpeed;
public float Firerate = 9f;
private float nextfire;
private GameObject enemy;
private float gravity = Physics.gravity.y;
private Vector3 directionalVector;
// Start is called before the first frame update
void Start()
{
enemy = GameObject.FindGameObjectWithTag("enemy");
}
void Update()
{
directionalVector = enemy.transform.position - transform.position;
}
void FixedUpdate()
{
nextfire = Time.time + (1 / Firerate);
float projectileSpeed2 = projectileSpeed * projectileSpeed;
float projectileSpeed4 = projectileSpeed2 * projectileSpeed2;
float x = enemy.transform.position.x;
float y = enemy.transform.position.y;
float x2 = x * x;
float theta = Mathf.Atan(projectileSpeed2-Mathf.Sqrt(projectileSpeed4-gravity*(gravity*x2+2*y*projectileSpeed2))/gravity*x);
print(theta);
Vector3 releaseVector = (Quaternion.AngleAxis(theta, Vector3.up) * directionalVector).normalized;
Debug.DrawRay(transform.position, releaseVector, Color.red,0.5f);
Rigidbody instantiatedProjectile = Instantiate(projectile, transform.position, transform.rotation) as Rigidbody;
instantiatedProjectile.velocity = releaseVector * projectileSpeed;
}
}
Why not avoid the problem of finding the angle, and just move the bullet based on the direction on where it first saw the enemy.
(target.transform.position - transform.position).normalized;
It will return a Vector direction to the target.
When the projectile moves, just move it based on this direction.
No headache needed in calculating angles :)
Edit
I made a function before to 'convert' an angle to direction:
protected Vector2 DetermineBulletMoveDirection(float shootingAngle) {
// Determine the direction of the bullet travel on the x and y axis.
float bulletDirectionX = transform.position.x + Mathf.Sin((shootingAngle * Mathf.PI) / 180);
float bulletDirectionY = transform.position.y + Mathf.Cos((shootingAngle * Mathf.PI) / 180);
// Determines the direction this bullet should be moving.
Vector2 bulletDirection = new Vector2(bulletDirectionX, bulletDirectionY);
return (bulletDirection - (Vector2)transform.position).normalized;
}
It takes in an angle, and converts it into a direction based on where the shooter is currently at.
The angle should start from Vector.down, and rotates clockwise.
The next problem is to find out the angle between you and the enemy.
This is the simplest solution I could think of, here is a diagram first:
Notice that you can use TOACAHSOH on this?
So all you have to do, is to 'virtually' align the Y axis of the shooter to the origin.(Apply the movement to the shooter too!)
Do the same thing for the shooter, but on the x-axis this time.
And you would be able to achieve that state where you have a triangle with a 90-degree.
From there on, you can calculate the angle to rotate from Vector.down to the enemy.
Just make sure you move both of the objects back to it's initial position.
After fighting this for a while I found a solution.
In the end I ended up using the Angle of Reach. The second error was that Mathf.Atan returns radians and not degrees, while Quantion.AngleAxis takes in angles. The third and the final one was the fact that Unity uses left hand coordinate system as opposed to the usual right hand system which I was used to.
Here is the final piece of code:
public class TargetAndShoot : MonoBehaviour
{
public Rigidbody projectile;
public float projectileSpeed;
public float firerate;
private float nextfire;
private GameObject enemy;
private float gravity = Physics.gravity.y;
// Start is called before the first frame update
void Start()
{
enemy = GameObject.FindGameObjectWithTag("enemy");
}
void Update()
{
if (Time.time >= nextfire)
{
nextfire = Time.time + (1 / firerate);
float distance = enemy.transform.position.x - transform.position.x;
Vector3 directionalVector = enemy.transform.position - transform.position;
float v2 = projectileSpeed * projectileSpeed;
float v4 = v2 * v2;
float x = enemy.transform.position.x;
float x2 = x * x;
float y = enemy.transform.position.y;
float theta = 0.5f*Mathf.Asin((gravity * distance) / (projectileSpeed * projectileSpeed));
Vector3 releaseVector = (Quaternion.AngleAxis(theta * Mathf.Rad2Deg, -Vector3.forward) * directionalVector).normalized;
Debug.DrawRay(transform.position, releaseVector*5, Color.cyan, 0.5f);
Rigidbody instantiatedProjectile = Instantiate(projectile, transform.position, transform.rotation) as Rigidbody;
instantiatedProjectile.velocity = releaseVector * projectileSpeed;
}
}
}

Tilt Control Similar to Temple run

I want to create tilt effect just like temple run.I have a character controller(player) in the game that is moving on its forward by controller.Move(transform.forward) after which I am apply tilt to it to lean it left and right .Previously for the tilt I tried modifying the player position by using transform.translate /tranform.position directly through the accelerometer readings like this :
mytransform.translate(acceleration.x*Time.delaTime*5.0f);
but that had a problem that when I shake the device my camera starts to jerk and the player also then I used the following code to create tilt on positive Z axis
Vector3 dir = new Vector3(accel.x*8f, 0,0);
if (dir.sqrMagnitude > 1)
{
dir.Normalize();
}
dir.x = Mathf.Round(dir.x * 10f) / 10f;
//mytemp is used for temp storage of player position added with the acceleration
mytemp = mytransform.position+(mytransform.right*dir.x*Time.deltaTime*5.0f);
Vector3 diffVec=Vector3.zero;
///position of the element on which the player is colliding;
Vector3 col_pos=Collidingelement.transform.position;
Vector3 unitvec=new Vector3(1,0,0);
//removing x and z of the collider
diffVec= Vector3.Scale(col_pos,unitvec);
//nullify the y,z of the updated mytransform position so that the distance is only measured on X
Vector3 ppos = Vector3.Scale(mytemp,unitvec);
//calculate the distance between player & colliding element
disti=Vector3.Distance( ppos,diffVec);
disti=Mathf.Clamp(disti,-1.5f,1.5f);
disti = Mathf.Round(disti * 10f) / 10f;
//update the player position and apply tilt to it if the distance is less than 1.5f
if(disti<=1.50f)
{
mytransform.position=mytemp;
}
now this has a problem that if lets say I have a value of 0.1 in the acceleration its keep on update my temp and if the distance is less my player will start leaning towards a side though I held my device on same position and acceleration value was always 0.1
Why don't you just calculate delta acceleration.
bool isMoved = false;
Vector2 lastAccel = Vector2.Zero;
Vector2 margin = new Vector2(0.05f, 0.05f); //not processing if its in margin.
Vector2 deltaAccel = currAccel - lastAccel ;
if(deltaAccel.x < margin.x)
{
//don't process
isMove = false;
}
else
{
isMove = true;
lastAccel = currAccel;
}
if(isMove)
{
//Process with deltaAccel here
}