How do I remove the glide in 3D unity movement? - unity3d

The Unity 3D movement has this built in feature where it glides when you stop while holding the key. How do I remove this glide?
Fair warning, I haven't tried anything yet. I am very new to Unity and assume its most likely just some button I need to click so please help.
Here's the code that I'm using:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class movement : MonoBehaviour
{
float moveSpeed;
float walkSpeed = 3;
float sprintSpeed = 6;
public CharacterController controller;
public float gravity = -9.81f;
public Transform groundCheck;
public float groundDistance = 8.4f;
public LayerMask groundMask;
Vector3 velocity;
bool isGrounded;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKey(KeyCode.LeftShift))
{
moveSpeed = sprintSpeed;
}
else
{
moveSpeed = walkSpeed;
}
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if (isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * moveSpeed * Time.deltaTime);
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
}
}

I'm more than happy to answer your question but I can't leave out this tidbit. I can't stress this enough. If you are new to Unity, you should avoid posting questions like this as much as possible. I'm not discouraging you from asking questions, but since you're new, really give it a go before you post anything. You'll learn soooo much more by removing variables and lines of code to figure out a solution on your own instead of getting the answer right away.
Regardless I believe the answer is in the last two lines of your code:
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
Let's think about this line by line. Dissect each line and try to really understand what they mean. As you run through your code, you are receiving three main inputs from the user:
if (Input.GetKey(KeyCode.LeftShift))
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
if (Input.GetKey(KeyCode.LeftShift)) is just a check to see if your user wants to run or not. The other two are receiving what is likely mouse movement input. These are primarily used to define the users movement. We know this because they are directly tied to these next two lines:
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * moveSpeed * Time.deltaTime);
Now when you look closer at this, it tells us that if the user isn't moving the mouse, then the Vector3 move will be 0. That means that our player will stop moving and there should be no reason they glide. However, take a look at the next two.
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
These are not necessarily driven by user input. This means that considering they are tied to your controller and the other move calls aren't running without user input, these two lines must be the culprits for your glide problem.
So remove these and you should be good. However, I must make it clear, asking questions is good, but breaking the code to learn more about it is soo much better. As a challenge I think you should look into what drives velocity.y... or maybe isGrounded... and that will tell you more about why the glide is happening!
Hope this helps!

Check the "Gravity" field on your "Horizontal" and "Vertical" axes in the input manager (Edit > Project Settings, then select the Input category). If not 0, it will smooth out keyboard inputs.

Related

Top Down Shooter Animations Unity, how do you get the right directional animations to play when moving?

i'm not really sure how to phrase the question sorry about that. I have encountered this hurdle while setting up animations on a character for learning a top down character controller (No rigid body) I've seen this question asked on Reddit and unity forums like a decade ago, but I don't really understand their answers.
My problem right now is that I can't find out a way to tell mecanim if the player is moving towards the direction they're facing. For example, if the player is moving left and aiming to the left, the moveForward animation should be played. If the player is moving left but aiming to the right, the moveBackwards animation should be played.
This is the first time i'm posting a question. I am sorry if my formatting is wrong.
Here is the code I have, I would greatly appreciate any help.
public class CharacterMovement : MonoBehaviour
{
private Vector3 velocity;
private Vector3 PlayerMoveInput;
Animator animationS;
[SerializeField] CharacterController characterrController;
[SerializeField] private float MoveSpeed;
[SerializeField] private float JumpHeight;
[SerializeField] private float Gravity = -9.81f;
// Start is called before the first frame update
void Start()
{
animationS = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
PlayerMoveInput = new Vector3(Input.GetAxis("Horizontal"), 0f, Input.GetAxis("Vertical")); //collects the input for the player
MovePlayer();
PlayerRotation();
}
private void MovePlayer()
{
if (characterrController.isGrounded)
{
velocity.y = -1f;
}
if (Input.GetKeyDown(KeyCode.Space) && characterrController.isGrounded)
{
velocity.y = JumpHeight;
}
///
else
{
velocity.y -= Gravity * -2f * Time.deltaTime;
}
Vector3 MoveVector = transform.TransformDirection(PlayerMoveInput);
characterrController.Move(MoveSpeed * Time.deltaTime * MoveVector);
characterrController.Move(velocity * Time.deltaTime);
float velocityX = Vector3.Dot(PlayerMoveInput, transform.forward);
float velocityZ = Vector3.Dot(PlayerMoveInput, transform.right);
animationS.SetFloat("velocityX", velocityZ, 0.1f, Time.deltaTime);
animationS.SetFloat("velocityZ", velocityX, 0.1f, Time.deltaTime);
}
void PlayerRotation()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
Debug.DrawRay(ray.origin, ray.direction, Color.yellow);
if (Physics.Raycast(ray, out hit))
{
Vector3 targetPosition = new Vector3(hit.point.x, transform.position.y, hit.point.z);
Quaternion rotation = Quaternion.LookRotation(targetPosition - transform.position);
transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * 10.0f);
}
}
}
This isn't the exact implementation that would be used with your code but should give you a good start.
// get the angle between where the player is pointing, and where he is moving
float angle = Vector3.Angle(MoveVector, targetPosition - transform.position);
if (angle < 90f){
//move forward animation
} else {
//move back animation
}
I haven't tested this code but the idea is that if the angle between the direction the player is facing and the direction the player is moving is less than 90 degrees, then he is moving forward. Also the variables used here: MoveVector and targetPosition are private so you will need to fix that issue before this method can be implemented.
With mechanim, its very common to have 4 separate float value params in your animator. Two are used for movement info, two are for look direction info. This lets you use blend trees based on those functions that handle alot of the pain, all you need to do is update the values in the animator with the correct ones on each update/lateupdate depending on what you are doing.
This is how my animator params are layed out as well as the locomotion blend tree, I have another on a separate layer just for the head that uses Head left right, and head updown params to, you know, control the head.
And here is the code (or at least some of it) that sets the values on the animator component
EDIT:
Sorry, forgot to mention that the function i call "LerpFloat" on the anim variable is an extention method i defined myself for the animator component, all it does is gets the float value, lerps it, then sets the float value back. It just uses Mathf.Lerp.
Thank you both for your answers, the problem was the settings of the animation clips.....
Where you tick
Root transform Rotation
Root transform position (Y)
Root transform position (XZ)
I had ticked all of them, where just the root transform rotation was needed.
I will need to be more careful with the animator and animation clips in the future to avoid headaches.

turning towards an object in Unity

Good times. How do I implement the NPC rotation towards the selected object?
public GameObject BufferObject;
public float MoveSpeed = 1f;
void Update()
{
float step = MoveSpeed * Time.deltaTime;
transform.position = Vector2.MoveTowards(transform.position, BufferObject.transform.position, step);
}
Here is the script for moving the NPC to the selected object (Buffer Object) and the movement works perfectly, but the implementation of the rotation causes Me difficulties, please advise.
For Unity2D.
Simply get the desired direction
var direction = (BufferObject.transform.position - transform.position).normalized;
and then the desired rotation using Quaternion.LookRotation like e.g.
var targetRotation = Quaternion.LookDirection(direction);
Then either apply it directly if you want it immediately
transform.rotation = targetRotation;
Or if you want it smooth you could use e.g. Quaternion.RotateTowards like
transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, anglePerSecond * Time.deltatime);
Have in mind though that it might look awkward if the rotation is too slow since your NPC could move back/sidewards already while still not fully looking towards the target ;)
So you might want to wait until
if(Quaternion.Angle(targetRotation, transform.rotation) <= certainThreshold)
{
... your movement code
}
So the answer and the solution from Me, albeit stupid, but working. In order to reflect the sprite, you need to get a variable, either 1 or -1 (For Scale). This code will show the distance from one NPC to the object:
BufferObject.transform.position.x - transform.position.x
And here I get a lot of values as if to the left of the NPC, then -x... , and if to the right, then x... thereby it is possible to determine which side of the object, so also level the value from here (Optional) to 1 or -1 and apply this result to transform.localScale and thereby solve the problem of how to reflect (Rotate the sprite) towards the object. Use it for your health :)
Complete code:
float localPositionAmount = BufferObject.transform.position.x - transform.position.x;
if (localPositionAmount >= 1)
{
gameObject.transform.localScale = new Vector3(1, transform.localScale.y, transform.localScale.z);
}
if (localPositionAmount <= -1)
{
gameObject.transform.localScale = new Vector3(-1, transform.localScale.y, transform.localScale.z);
}
if (localPositionAmount == 0)
{
gameObject.transform.localScale = new Vector3(transform.localScale.x, transform.localScale.y, transform.localScale.z);
}
Yes, the code is the simplest and without enumerations and other things, but it works perfectly. I still had to figure it out myself...

First person camera acting weird in editor and in game

While I'm learning unity and C#, I made a first person controller using the new unity input system.
I scripted a first person camera, when I go in playmode in the editor, sometimes the camera works well, but sometimes it will stutter very hard when I move the mouse (the problem don't seem to appear with a controller), and I have no idea why it happens.
In the "built" version, the mouse sensitivity is very, very high and the controller sensitivity is very low (same in editor), but there is no stuttering at all.
So, do you have any ideas to fix it ?
Here is the piece of code (called in a LateUpdate loop)
private void MoveCamera()
{
Vector2 MouseAxis = m_inputManager.GetMouseDelta();
float MouseX = MouseAxis.x * CameraSensitivity * Time.deltaTime;
float MouseY = MouseAxis.y * CameraSensitivity * Time.deltaTime;
xRot -= MouseY;
xRot = Mathf.Clamp(xRot, MinClamp, MaxClamp);
m_camHolder.transform.localRotation = Quaternion.Euler(xRot, 0f, 0f);
transform.Rotate(Vector3.up * MouseX);
}

applying velocity to rigidbody makes it float instead of dashing

Im trying to code so that my Character dashes to the right when pressing the Left mouse button, but instead of dashing it just starts slowly glieding or lets say floating.
This is the code i´ve used;
if (Input.GetMouseButton(0))
{
rb.velocity = Vector2.right * DashSpeed;
}
Im not sure but a other part of my code might be the reason for this problem but if so i would like to know how i could solve it. Thats the part im talking about
rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
thats the code im using for movement.
void Start()
{
cam = Camera.main;
rb = GetComponent<Rigidbody2D>();
}
private void Update()
{
horizontal = Input.GetAxisRaw("Horizontal");
animator.SetFloat("Horizontal", Input.GetAxis("Horizontal"));
if (Input.GetKeyDown(KeyCode.Space) && isGrounded == true)
{
float jumpVelocity = 7f;
rb.velocity = Vector2.up * jumpVelocity;
jumpsound.Play();
}
Vector3 worldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
if (Input.GetKey(KeyCode.RightAlt))
{
Dashing();
}
}
void FixedUpdate()
{
isGrounded = Physics2D.OverlapCircle(groundCheck.position, CheckRadius, whatisGround);
moveInput = Input.GetAxisRaw("Horizontal");
rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
if (Input.GetKeyDown(KeyCode.Escape))
{
SceneManager.LoadScene("Main menu");
}
}
void Dashing()
{
rb.AddForce(Vector2.right * DashSpeed, ForceMode2D.Impulse);
}
The issue with your current code is you are directly changing velocity in a few places. Some basic physics, the integral of position vs. time graph is velocity, and the integral of velocity is acceleration vs. time. To get a more realistic movement, it is better to apply a Force to objects. When doing this, the physics engine Unity uses can add a new force at a given time, then using acceleration can accelerate the object in that direction over time, then can change the velocity over time which will result in the position changing over time.
The example code you posted, you are directly setting velocity in a few places.
rb.velocity = Vector2.up * jumpVelocity; (Jump)
rb.velocity = new Vector2(moveInput * speed, rb.velocity.y); (Movement)
rb.velocity = Vector2.right * DashSpeed; (Dash)
When directly setting these values, the new values overwrite the old ones. As your movement code is not in any sort of if conditional it will continually write to the velocity causing the dash to never change anything regardless if you use add-force or change velocity directly.
I would consider making both your jump and dash use AddForce, and if you like the feel of your movement by applying velocity directly, then add the velocity do not set it.
Your previous line rb.velocity = new Vector2(moveInput * speed, rb.velocity.y); would then become rb.AddForce(new Vector2(moveInput * speed, 0), ForceMode2D.Impulse);. Similarly you can update your jump and dash to match this. Let me know if you get this working or have more questions.
It could be a problem with your animation. Link to a thread on unity answers:
https://answers.unity.com/questions/674516/rigidbody-character-problems-constant-floating-jum.html
You should go over to the animation place and hit bake into pose.
You should use the Rigidbody2D.AddForce(Vector2, ForceMode2D). What this does is moving the GameObject in the direction of the Vector2, with the force mode of ForceMode2D. What is different about this from just translating it, is that it interacts with physics and improves the quality of your game. Here is a link, and the script:
https://docs.unity3d.com/ScriptReference/Rigidbody2D.AddForce.html
Rigidbody2D rb;
float dashSpeed;
void Update()
{
if (Input.GetMouseButton(0))
{
rb.AddForce(Vector2.right * dashSpeed);
}
}
And if the other part of the code you were talking about, if that is glitching, then do the same trick.

How to make a player only move in 1 direction (Unity)

I am trying to create a game in Unity where the player can only move in the direction it is facing, but the following code allows the player to move in all 4 directions.
(This is for a 3D project)
Any help would be appreciated! Thanks!
public class PlayerController : MonoBehaviour {
public float speed;
private Rigidbody rb;
void Start() {
rb = GetComponent<Rigidbody>();
}
void FixedUpdate() {
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
rb.AddForce(movement * speed);
}
}
So I didn't get what you wanted: first you said you wanted it to move only forward, then the only thing you have to do is get when he pressed a key and move forward while is not unpressed.
If you wanted to say that it can move all directions BUT only one at a time, the you will have to put the same code but with some changes:
First of all to make it move forward you have to get the forward of the transform, otherwise it will move in the same direction if you rotate it (you don't want that, no?).
Vector3 moveDirection = (transform.forward * Input.GetAxis("Vertical") + transform.right * Input.GetAxis("Horizontal")).normalized;
moveDirection.y = 0;
rb.velocity = moveDirection;
Then, to make that it ONLY moves to one direction at a time, you have to put the priority of the greatest axis number and if it's equal then you should think if you want to move forward or right (with it's axis value).
From the code you posted, I'm not sure where you are storing the player's facing-direction. However, I presume that it is stored as a Quaternion. If you have a player rotation quaternion called playerRotation, then you could do this (warning - untested):
Vector3 input = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
Vector3 normal = playerRotation * Vector3.forward;
Vector3 movement = Vector3.Dot(normal, input) * input;
If the game is first-person, then you can take a shortcut and just use Camera.current.transform.forward instead of the normal vector.
This will project the input direction onto the normal with the player's facing direction so that your movement force can only be in that direction.