I tried make a Ragdoll game with my brother but
the problem is that we try make a Ragdoll movement and we can make a movement but
when we try this movement on the Ragdoll It just goes pretty normal. we know we need bones and things like that but we don't know how can we make A script like that. we don't want see tutorials on YouTube we want to make a script that how We want to be.
Anyone have any idea how we can do that?
Oh and I know when I wrote this there were some spelling errors in the above code so sorry for that.
here's our script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Movement : MonoBehaviour
{
// Start is called before the first frame update
public float force;
public Rigidbody2D body;
public Leg[] legs;
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKey(KeyCode.D))
{
Vector2 vec = Vector2.right * force;
body.AddForce(vec);
foreach (Leg leg in legs)
{
leg.Walk();
}
}
}
}
[System.Serializable]
public class Leg
{
public Rigidbody2D bone;
public float walkRotation;
public float force;
public void Walk()
{
bone.MoveRotation(Mathf.LerpAngle(bone.rotation, walkRotation, force * Time.deltaTime));
}
}
Use animations for different movements it will save you a lot of time. If you want the Rag doll effect enable it after the Player dies. So, in animations you should check blend trees if you want different animations for different speeds or locations etc. All game characters move as one Object and the rest is done in Animations. It is much simpler and efficient.
Related
I'm trying to shoot bullets in a 2D top-down-shooter game but they just stay rest and doesnt move
I tried to add "addforce" but they didnt move. I changed it with "new Vector2" but that time it doesnt follow my cursor. istead of it shoots in a different same direction.I want to shoot to my cursor. and if possible I want to add a fire delay between object and make it possible to attack repeatly while holding mouse left button.
`
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Shooting : MonoBehaviour
{
public Transform firePoint;
public GameObject bulletPrefab;
public float bulletForce = 15f;
void Update()
{
if (Input.GetButtonDown("Fire1"))
Shoot();
}
void Shoot()
{
GameObject bullet = Instantiate(bulletPrefab,firePoint.position, firePoint.rotation);
Rigidbody2D rb = bullet.GetComponent<Rigidbody2D>();
rb.AddForce(firePoint.right* bulletForce, ForceMode2D.Impulse);
}
}//class
`
Newbie to unity and vr here.
I recently got started with Valem's unity tutorial for VR, but I've hit a snag:
In his part 5 video where he explains how to pick up and interact with objects, the code he uses for the gun results in the bullets being very inaccurate when I used it.
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem.XR;
public class Gun : MonoBehaviour
{
public float speed = 40;
public GameObject bullet;
public Transform barrel;
public AudioSource audioSource;
public AudioClip audioClip;
public void Fire()
{
GameObject spawnedBullet = Instantiate(bullet, barrel.position, barrel.rotation);
spawnedBullet.GetComponent<Rigidbody>().AddForce(transform.forward * speed);// = speed * barrel.forward;
audioSource.PlayOneShot(audioClip);
Destroy(spawnedBullet, 2);
}
}
In his video his gun fires accurately, but for me it randomly shoots in a different direction (usually forward but rarely straight).
Really need help, I've been hitting my head against this one all day.
I'm trying to shoot a raycast from a gameobject at the front of a gun that is being carried by an XR hand. The gun shoots fine most of the time, but sometimes, for some reasons beyond my fragile little minds comprehension, it shoots in the wrong direction. It shoots in random directions, but never more than 90 degrees of where it should be. This is my code. [I have attached a video of it happening.][1] Every time I think I find a pattern, it changes. All I can say is that I have reason to believe it's related to mesh colliders. Only very vague reason though. Edit: https://youtu.be/JxC4wq9nVRw here's an updated video, it shows the problem more clearly. I also changed the redundant if statements.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class GunBasic : MonoBehaviour
{
public Transform BulletShootPoint;
public ParticleSystem muzzleFlash;
public GameObject impactEffect;
public AudioSource audioSource;
public AudioClip audioClip;
public float Ammo;
public TextMeshPro text;
public void Fire()
{if (Ammo > 0)
{
muzzleFlash.Play();
audioSource.PlayOneShot(audioClip);
RaycastHit hit;
if (Physics.Raycast(BulletShootPoint.transform.position, BulletShootPoint.transform.forward, out hit) && Ammo > 0)
{
Debug.Log(hit.transform.name);
GameObject impactDestroy = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
Destroy(impactDestroy, 2f);
}
Ammo -= 1f;
}
}
private void Update()
{
text.text = Ammo.ToString();
}
public void Reload()
{
Ammo = 10;
}
public void OnTriggerEnter(Collider other)
{
if(other.tag == "ReloadTag")
{
Ammo = 10f;
}
}
}
It was a bug in the xr interaction toolkit. It was fixed by an update. Sorry I didn’t try this sooner, thanks for all the help.
I am new to Unity and as I am creating my interface, I am trying to find what's the distance between two game objects. I know how to do in a C#/javascript script, however I am strugling to find this information in the scene view. Any key I could press while moving an object to see the distance to its neighbours ?
In a script, you can use Vector3.Distance between vector3 to get the distance between two points. Every gameObject has a position that is represented in a Vector3.
Below is a script example that shows you how it works. You just have to drag the script onto a gameObject in your scene and drag in the inspector another gameobject in your scene. The script should run even when your not in play mode because of the [ExecuteInEditMode].This way you will see the distanceBetweenObjects update in real time without actually having to hit play.
using UnityEngine;
[ExecuteInEditMode]
public class DistanceBetweenTwoObjects : MonoBehaviour
{
public GameObject obj;
public float distanceBetweenObjects;
private void Update()
{
distanceBetweenObjects = Vector3.Distance(transform.position, obj.transform.position);
Debug.DrawLine(transform.position, obj.transform.position, Color.green);
}
private void OnDrawGizmos()
{
GUI.color = Color.black;
Handles.Label(transform.position - (transform.position -
obj.transform.position)/2, distanceBetweenObjects.ToString());
}
}
The method OnDrawGizmos will draw text in between the 2 objects showing the distance value to help make it more user friendly.
There isn't any built-in functionality for this, but it's fairly trivial to add such a readout into the display using [ExecuteinEditMode], which causes scripts to run even when the game is not in play mode. This script, for example, should readout the distances on different axes and in total:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class EditorDistanceDisplay : MonoBehaviour
{
public GameObject target1;
public GameObject target2;
public float distanceX;
public float distanceY;
public float distanceZ;
public float distanceTotal;
void Start()
{
}
void Update()
{
Vector3 delta = target2.transform.position - target1.transform.position;
distanceX = delta.x;
distanceY = delta.y;
distanceZ = delta.z;
distanceTotal = delta.magnitude;
}
}
I am new and learning coding. How do I change a sprite from another game scene through a buttoned code.
using UnityEngine;
public class PlayerChoice : MonoBehaviour
{
public GameObject plo;
public Sprite boy;
public Sprite girl;
public void Boy()
{
plo.GetComponent<SpriteRenderer>().sprite = boy;
}
public void Girl()
{
plo.GetComponent<SpriteRenderer>().sprite = girl;
}
}
You actually can't do it the way you are trying.
This is a bit tricky for a beginner and you would have to read a bit to get behind it.
This is some starting point where you can dive in:
You would have to to make a gameobject that lives between scenes with
DontDestroyOnLoad(targetGameObject);
see: https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html
On this gameobject you could have a script which holds all variables that are needed in the next scene.
When scenes are switched access that object and get your values;