Unity collider shaking after hitting another collider - unity3d

I have a SMALL a problem. In Unity 3D 2020 Beta, I've put a player with a sphere collider on it and some cubes (walls) with box colliders. I've added a player controller script to the player object.
I've put the camera above the plane where the player and the walls are on, and I've made that the player should rotate to face the mouse position. I used rigidbody.AddForce for movement in a FixedUpdate function.
The player controller script is attached below:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
[Header("Keys")]
public KeyCode forward;
public KeyCode backward;
public KeyCode left;
public KeyCode right;
public KeyCode fire;
[Header("Health")]
public int hitpoints = 3;
[Header("Movement")]
public float speed;
public float turningSpeed;
[Header("Shooting")]
public GameObject bulletPrefab;
public Transform bulletSpawner;
public float bulletSpeed;
public float reloadTime;
private float currentReload;
private Rigidbody rb;
private Quaternion targetRotation;
void Start()
{
rb = GetComponent<Rigidbody>();
currentReload = reloadTime;
}
void LateUpdate()
{
if (hitpoints == 0)
Die();
// Rotation
var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
targetRotation = Quaternion.LookRotation(hit.point - transform.position);
Debug.DrawLine(transform.position, hit.point, Color.white);
}
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, turningSpeed * Time.deltaTime);
transform.eulerAngles = new Vector3(0, transform.rotation.eulerAngles.y, 0);
currentReload += Time.deltaTime;
// Shooting
if (Input.GetKeyDown(fire) && currentReload >= reloadTime)
{
currentReload = 0f;
GameObject bulletGO = Instantiate(bulletPrefab, bulletSpawner.position, transform.rotation);
bulletGO.transform.position = bulletSpawner.position;
Bullet bulletScript = bulletGO.GetComponent<Bullet>();
bulletScript.speed = bulletSpeed;
Destroy(bulletGO, 5f);
}
}
void FixedUpdate()
{
// Movement
if (Input.GetKey(forward))
{
rb.AddForce(Vector3.forward * speed, ForceMode.Force);
}
if (Input.GetKey(backward))
{
rb.AddForce(-Vector3.forward * speed, ForceMode.Force);
}
if (Input.GetKey(left))
{
rb.AddForce(Vector3.left * speed, ForceMode.Force);
}
if (Input.GetKey(right))
{
rb.AddForce(Vector3.right * speed, ForceMode.Force);
}
//transform.position = new Vector3(transform.position.x, 10, transform.position.z);
// ON RIGIDBODY I HAVE CONSTRAINS:
// POSITION: Y (thats why I commented the line above)
// ROTATION: X, Z (topdown -> so I want only rotation on Y)
}
private void Die()
{
Destroy(gameObject);
}
}
But the problem is when the player hits very hard a wall, the sphere collider starts shaking and the player does not look at the mouse position exactly (it is somewhere 10 degrees away most of the times - it depends on how hard do I hit the walls).
I can record if it helps. If you want any information, feel free to ask! Any help will be appreciated! :)

The problem here seems to be you're directly altering the transform of your object despite having a Rigidbody component. Generally you should avoid altering a transform directly when you have a Rigidbody attached, especially a non-kinematic one, as by attaching one you are signalling that the object is to be controlled by the physics simulation.
Solutions I would explore:
If you don't need a rigidbody, don't use one
If you can avoid altering the transform directly, then do not do so. You can rotate objects by applying torque and the likes
Try setting your object to kinematic if you don't need collisions to affect the rigidbody's physics
Manually set the torque and velocity of your object to 0 each fixed update

Related

Smooth 2d rotation in unity

I'm trying to get an object to rotate smoothly on the z axis when it comes into contact with a collider. However it just seems to snap really quickly and I can't find a way to smooth this out.
I've split the rotation out into 2 scenarios - one for when the player enters the collider (which needs to be smooth), and one for when the player is already in the collider (which needs to be snappy). this is so that when the player enters the objects gravity (collider) he'll rotate smoothly before falling to the ground. However, if the player is already within the objects gravitational pull, its snappy so they can run on the ground (a circle) without any wierd floating or rolling occuring.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GravitationalBody : MonoBehaviour
{
[Range(0, 0.3f)] [SerializeField] private float m_OrientationSmoothing = 0.3f; // How much to smooth out the movement
void OnTriggerEnter2D(Collider2D obj) {
// Define direction of gravity
Vector3 gravityDirection = transform.position - obj.transform.position;
// apply gravity to all objects within range
obj.GetComponent<Rigidbody2D>().AddForce(gravityDirection);
orientObjects(obj, gravityDirection, true);
}
void OnTriggerStay2D(Collider2D obj)
{
// Define direction of gravity
Vector3 gravityDirection = transform.position - obj.transform.position;
// apply gravity to all objects within range
obj.GetComponent<Rigidbody2D>().AddForce(gravityDirection);
orientObjects(obj, gravityDirection, false);
}
// Control players Z axis rotation to point toward center of planets
void orientObjects(Collider2D obj, Vector3 gravityDirection, bool lerp)
{
float orientation = 90 + Mathf.Atan2(gravityDirection.y, gravityDirection.x) * Mathf.Rad2Deg;
if (lerp)
{
Quaternion q = Quaternion.AngleAxis(orientation, Vector3.forward);
obj.transform.rotation = Quaternion.Lerp(obj.transform.rotation, q, m_OrientationSmoothing * Time.deltaTime);
}
else obj.transform.rotation = Quaternion.Euler(0f, 0f, orientation);
}
}
I don't know if it will help but if you want a smooth rotation look at this code, I'm sure you can find inspiration here:
[SerializeField] float _degreesPerSecond = 30f;
[SerializeField] Vector3 _axis = Vector3.forward;
void Update ()
{
transform.Rotate( _axis.normalized * _degreesPerSecond * Time.deltaTime );
}

3D Isometric game in Unity - Projectile follows player movements

I'm trying to make a 3D Isometric game with a wizard shooting fireballs. I managed to make it shoot the fireball but they go in the direction which the wizard is facing: if I rotate the wizard the fireballs change direction. What can I do? Thanks for helping me.
This is the script I made (attached to the player):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WizardController : Characters
{
[SerializeField]
public Transform spawnMagic;
private GameObject magicShot;
public List<GameObject> magicBullets = new List<GameObject>();
private void Start()
{
maxHP = 150.0f;
magicShot = magicBullets[0];
}
void Update()
{
GetInputs();
Attack();
Defend();
cameraFollow();
}
private void FixedUpdate()
{
LookAt();
Move();
}
public override void Attack()
{
if (Input.GetButtonDown("Fire1"))
{
GameObject magicBullet;
isAttacking = true;
GetComponent<Animator>().SetBool("hit1", true);
if (spawnMagic != null)
{
magicBullet = Instantiate(magicShot, spawnMagic.transform.position, Quaternion.identity);
}
}
else
{
GetComponent<Animator>().SetBool("hit1", false);
}
}
}
The movement script for the bullet is a simple "transform.position" line:
transform.position += spawnMagic.forward * (speed * Time.deltaTime);
And this is what happen when the player shoot:
https://youtu.be/TYwWDr8W4Q4
To solve this problem, you must make the bullet movement independent of the any objects that are Child of wizard or depend on it transfrom.
If you are careful, the spawnMagic rotates as the wizard moves, and the bullet is referenced by spawnMagic.forward.
First you need to place bullet rotation same as spawn spawnMagic rotation during production.
magicBullet = Instantiate(magicShot, spawnMagic.transform.position, spawnMagic.transform.rotation)
Then replace spawnMagic.forward with local bullet forward at movement part, it will make bullet movement indepent of spawnMagic direction during move phase:
transform.position += transform.forward * (speed * Time.deltaTime)

How to control player camera on angled surface/independent of xyz axis in Unity?

An illustration of my issue/what I'm trying to achieve
I managed to have my player move around the inside surface of a cylinder using gravity but an issue comes up when trying to rotate the camera to look around.
First, there's a script that simulates gravity by pushing the player against the inside walls of the cylinder. This script also keeps the player upright by changing the "up" direction of the player to always be facing the center of the cylinder. I know this keeps my player from looking up so for now I'm just working on getting them to look left and right.
Second, when the player is on the bottom of the cylinder and parallel with the Y-axis I can look left and right without issue because the camera rotates using the x-axis (see circle on the left side of the image). However when the player moves around the side of the cylinder the camera is still trying to rotate based on the X-axis even though they are not aligned resulting in the camera not accurately rotating (see the circle on the right side of the image), and by the time the player is 90deg around the cylinder cannot rotate at all (thanks I think to the gravity keeping the player perpendicular to the sides of the cylinder), and at 180deg around the rotation is inverted.
I assume there are two possible solutions that I have not been able to successfully implement:
ignore the world xyz axis' and rotate relative to the player's xyz.
do some math to figure out the proper angles when you take into account the player's rotation around the cylinder and the angle of the current "left" direction.
The problem with the first solution is I have not been able to successfully rotate the player independent of the world xyz. I tried adding the Space.Self to the Rotate() method but no success. The problem with the second is math scares me and I've managed to avoid Quaternions & Euler angles so far so I'm not even sure how to begin figuring that out.
If anyone has had a similar issue I would greatly appreciate any insight or suggestions on how to figure it out.
Here's my code for controlling the play movement/camera direction and my code for the gravity:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerController : MonoBehaviour
{
InputManager inputActions;
InputManager.PlayerMovementActions playerMovement;
public GravityAttractor GravityAttractor;
public float moveSpeed = 15;
public float jumpHeight = 10f;
public float sensitivityX = 1f;
public float sensitivityY = 1f;
float mouseX, mouseY;
Vector2 mouseInput;
private bool isJumping = false;
private Vector3 moveDir;
private Vector2 moveInput;
private Rigidbody rbody;
private void Awake()
{
inputActions = new InputManager();
playerMovement = inputActions.PlayerMovement;
playerMovement.Movement.performed += context => moveInput = context.ReadValue<Vector2>();
playerMovement.Jump.performed += ctx => Jump();
//playerMovement.MouseX.performed += context => mouseInput = context.ReadValue<Vector2>();
playerMovement.MouseX.performed += context => mouseInput.x = context.ReadValue<float>();
playerMovement.MouseY.performed += context => mouseInput.y = context.ReadValue<float>();
rbody = GetComponent<Rigidbody>();
isJumping = false;
}
private void Update()
{
moveDir = new Vector3(moveInput.x, 0, moveInput.y).normalized;
if (rbody.velocity.y == 0)
isJumping = false;
}
private void FixedUpdate()
{
rbody.MovePosition(rbody.position + transform.TransformDirection(moveDir) * moveSpeed * Time.deltaTime);
MouseLook(mouseInput);
}
void Jump()
{
//use brackeys method of checking for contact with ground
if(isJumping == false && rbody.velocity.y == 0)
{
isJumping = true;
rbody.velocity = transform.up * jumpHeight;
Debug.Log("player jumped");
}
}
void MouseLook(Vector2 mouseInput)
{
mouseX = mouseInput.x * sensitivityX;
mouseY = mouseInput.y * sensitivityY;
var upTransform = GravityAttractor.transform.position - transform.position;
Vector3 relativeLook = upTransform - transform.forward;
Vector3 qLook = transform.forward - transform.position;
transform.Rotate(transform.up * mouseX * Time.deltaTime, Space.Self);
//transform.Rotate(relativeLook.normalized);
//transform.rotation = Quaternion.LookRotation(qLook);
//transform.Rotate(relativeLook.normalized, mouseX);
}
private void OnEnable()
{
inputActions.Enable();
}
private void OnDisable()
{
inputActions.Enable();
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GravityAttractor : MonoBehaviour
{
public float gravityMultiplier = -10f;
private float radius;
public float gravity;
public float distance;
private void Awake()
{
radius = transform.localScale.x/2;
}
public void Attract(Transform body)
{
Vector3 centerOfGravity = new Vector3(transform.position.x, transform.position.y, body.position.z);
distance = Vector3.Distance(centerOfGravity, body.position);
//gravity will match multiplier no matter the radius of cylinder
gravity = gravityMultiplier * (distance/radius);
Vector3 gravityUp = (centerOfGravity - body.position).normalized;
Vector3 bodyUp = body.up;
body.GetComponent<Rigidbody>().AddForce(gravityUp * gravity);
Quaternion targetRotation = Quaternion.FromToRotation(bodyUp, gravityUp) * body.rotation;
body.rotation = Quaternion.Slerp(body.rotation, targetRotation, 50 * Time.deltaTime);
}
}
Problem is that you are trying to Rotate in local space around transform.up, which is in world space.
try to use just Vector3.up, instead of transform.up.
Or you can transform any vector from world to local space with transform.InverseTransformDirection()
transform.Rotate(Vector3.up * mouseX * Time.deltaTime, Space.Self);
I don't know hierarchy of your GameObjects. In order for this to work, you shuld rotate Player GameObject to face up to center of cilinder. And camera should be child of Player GameObject

Unity, How to make the friction work with movement

I have a 3d world with a simple platform with a cube representing the player. When I rotate the platform the cube glides and perform as you expect when increase and decrease the friction in the physics material.
I want the cube to glide after the input for example forward is terminated. It does not. I tried to update the position with rigidbody.position and update it. I quickly understood that it would not work with the physics engine.
Now I have the following code. It does not work as expected anyway. I would like to have some pointers to solve this.
public class Player1 : MonoBehaviour
{
private float speed = 10f;
private Vector3 direction;
private Vector3 velocity;
private float vertical;
private float horizontal;
Rigidbody playerRigidBody;
// Start is called before the first frame update
void Start()
{
playerRigidBody = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
vertical = Input.GetAxisRaw("Vertical");
horizontal = Input.GetAxisRaw("Horizontal");
direction = new Vector3(horizontal, 0, vertical);
}
private void FixedUpdate()
{
velocity = direction.normalized * speed * Time.fixedDeltaTime;
playerRigidBody.MovePosition(transform.position + velocity);
}
}
Use playerRigidBody.AddForce(Vector3 direction, ForceMode forceMode) to move your player.
If you don't want your player to move at a demential speed use playerRigidBody.velocity = Vector3.Clamp(Vector3 vec3, float minValue, float maxValue);
Then play with different variables to get the result you want !

Isometric Unity 3D Game. How to shot a projectile?

I'm making an isometric 3D game. I made two joystick, one to move the player and the other one to shoot a projectile when the joystick is released. I made 3 attemps to achieve this result,but there's every time a problem. first try was with this :
clone.velocity = transform.TransformDirection(newpos);
but this need a rigidbody and a projectile can't be a rigidbody because it start from inside of the player.
Second try was this:
clone.transform.Translate(dir * (launchForce));
but this doesn't have a "speed" so it just move instantly to the position, not by moving, but translating
and the same happens with the third attemp:
clone.transform.position=Vector3.MoveTowards(Player.transform.position,newpos,10f);
This is the best solution until now because it gives me the possibility to choose a max range between the start posititon and the newposition.
Here's the full code:
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections;
public class shoot : MonoBehaviour, IDragHandler, IPointerUpHandler, IPointerDownHandler
{
private Image bgImg;
private Image joystickImg;
private Vector3 inputVector;
public GameObject proiettile;
private Vector3 dir = Vector3.zero;
private Vector3 newpos;
public float launchForce;
public Rigidbody Player;
private GameObject clone;
private void Start()
{
bgImg = GetComponent<Image>();
joystickImg = transform.GetChild(0).GetComponent<Image>();
}
public virtual void OnDrag(PointerEventData ped)
{
Vector2 pos;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(bgImg.rectTransform, ped.position, ped.pressEventCamera, out pos))
{
pos.x = (pos.x / bgImg.rectTransform.sizeDelta.x);
pos.y = (pos.y / bgImg.rectTransform.sizeDelta.y);
inputVector = new Vector3(pos.x * 2 +1, 0, pos.y * 2 - 1);
inputVector = (inputVector.magnitude > 1.0f) ? inputVector.normalized : inputVector;
// Move joystickImg
joystickImg.rectTransform.anchoredPosition =
new Vector3(inputVector.x * bgImg.rectTransform.sizeDelta.x / 3
, inputVector.z * (bgImg.rectTransform.sizeDelta.y / 3));
}
}
public virtual void OnPointerDown(PointerEventData ped)
{
OnDrag(ped);
}
public virtual void OnPointerUp(PointerEventData ped)
{
dir.x = Horizontal();
dir.z = Vertical();
newpos = dir * (launchForce);
clone = Instantiate(proiettile, Player.transform.position, Player.transform.rotation);
//third attempt
//clone.transform.position=Vector3.MoveTowards(Player.transform.position,newpos,10f);
//second attempt
//clone.transform.Translate(dir * (launchForce));
//first attempt
//clone.velocity = transform.TransformDirection(newpos);
// joystick come back to start position
inputVector = Vector3.zero;
joystickImg.rectTransform.anchoredPosition = Vector3.zero;
//temporary solution to replace the absence of a max range for projectile
clone.timeoutDestructor = 5;
}
public float Horizontal()
{
if (inputVector.x != 0)
return inputVector.x;
else
return Input.GetAxis("Horizontal");
}
public float Vertical()
{
if (inputVector.z != 0)
return inputVector.z;
else
return Input.GetAxis("Vertical");
}
}
If I were you I would use rigidbody attempt. Just make sure it does not collide with player by setting collision layers/disabling collider for first fraction of second/spawning projectile outside of player.
Why?
Two main reasons:
Rigidbody will handle interpolation for you out of the box (without it movement may be glitchy)
Rigidbody will handle "between frame" collisions with CCD for you out of the box (without it your projectile may go trough walls, or even targets if it's fast enough)
And these two features will save you a lot of time later
One of attempts:
When I spawn projectile I check with SphereCast (or whatever shape it has) if it's colliding with something. If it is I change isTrigger to true and then in "OnTriggerExit" I change isTrigger to false again. If it is not colliding with anything on spawn I just set isTrigger to false at start and that should do the trick.