Unity jumping issue, character is not jumping at all - unity3d

(This is 2D project)
My character need to run left and right and jump on ground. It is my first experience with Unity and it latest available version of it, I manage to make my Character run left and right and flip when it is change direction, but it does not jump at all.
For the Character I am currently using 2 Box Collider 2Ds and Rigidbody 2D. Character has mass equal 1.
For the Ground I am currently using 2 Box Collider 2Ds. Ground is single sprite which is cover bottom part of screen.
Below is the code for jumping and grounded I am currently trying to use.
'''
{
public float maxSpeed = 10f;
public float jumpVelocity = 10f;
private bool isGrounded;
private float move = 0f;
private Rigidbody2D rb2d; //Store a reference to the Rigidbody2D component required to use 2D Physics.
private SpriteRenderer sprt_render;
// Start is called before the first frame update
void Start()
{
rb2d = GetComponent<Rigidbody2D>();
isGrounded = true;
}
// Update is called once per frame
void Update()
{
GetInput();
}
private void GetInput()
{
move = Input.GetAxis("Horizontal");
if (transform.position.x > -6.2 && transform.position.x < 5.7)
{
rb2d.velocity = new Vector2(move * maxSpeed, rb2d.velocity.y);
}
else
{
rb2d.velocity = new Vector2(move * maxSpeed * -1, rb2d.velocity.y);
}
if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
{
Debug.Log("Jump");
rb2d.velocity = new Vector2(rb2d.velocity.x, jumpVelocity);
isGrounded = false;
//rb2d.AddForce(Vector2.up * jumpVelocity, ForceMode2D.Impulse);
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Ground"))
{
isGrounded = true;
}
}
}
'''
As you can see I try to use two different approach in connection with jump realisation using Velocity and using AddForce result is totally the same it is not jumping even first time. I check thought breakpoint it definitely go trough jumping code but nothing happened.

Related

Why is my Controller drifting with Slerp?

I've been working on this Controller, where I walk around a small planet. I'm using Quaternion.Slerp, and when I'm at certain points on the planet, the controller slowly drifts, rotating around the Y axis. My thought is that it is holding a value based on my starting position, and so when I move to different points, the Slerp function is trying to spin me toward that location? I've tried messing around with the script, moving different portions to their own custom methods to pinpoint the issue, but I'm a bit lost at this point. Any help would be appreciated!
I think the issue is going to be somewhere in the bottom two methods NewRotation, or RunWalkStand.
`
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
[SerializeField] private LayerMask _groundMask;
[SerializeField] private Transform _groundCheck;
[SerializeField] private Transform cam;
public float jumpCooldown = 1f;
public float groundCheckRadius = 0.3f;
private float speed = 8;
private float runSpeed = 2;
private float turnSpeed = 800f;
private float jumpForce = 500f;
private Rigidbody rb;
private Vector3 direction;
private GravityBody _gravityBody;
private Animator playerAnimator;
private GameObject planetRecall;
void Start()
{
_gravityBody = transform.GetComponent<GravityBody>();
playerAnimator = GetComponent<Animator>();
planetRecall = GameObject.FindGameObjectWithTag("Planet Recall");
}
void Update()
{
bool isCloseToGround = Physics.CheckSphere(_groundCheck.position, groundCheckRadius, _groundMask);
NewRotation();
if (Input.GetKeyDown(KeyCode.Space) && isCloseToGround)
{
Jump();
}
}
void FixedUpdate()
{
RunWalkStand();
}
private void OnCollisionEnter(Collision collision)
{
if(collision.gameObject == planetRecall)
{
playerAnimator.SetBool("Grounded", true);
}
}
private void Jump()
{
rb.AddForce(-_gravityBody.GravityDirection * jumpForce, ForceMode.Impulse);
playerAnimator.SetTrigger("Fly_trig");
playerAnimator.SetBool("Grounded", false);
}
private void NewRotation()
{
rb = transform.GetComponent<Rigidbody>();
Vector3 mouseRotationY = new Vector3(0f, Input.GetAxisRaw("Mouse X"), 0f);
Quaternion rightDirection = Quaternion.Euler(0f, mouseRotationY.y * (turnSpeed * Time.deltaTime), 0f).normalized;
Quaternion newRotation = Quaternion.Slerp(rb.rotation, rb.rotation * rightDirection, Time.deltaTime * 1000f);
rb.MoveRotation(newRotation);
//Move Side to Side
Vector3 sideToSide = transform.right * Input.GetAxisRaw("Horizontal");
rb.MovePosition(rb.position + sideToSide * (speed * Time.deltaTime));
}
private void RunWalkStand()
{
direction = new Vector3(0f, 0f, Input.GetAxisRaw("Vertical")).normalized;
Vector3 forwardDirection = transform.forward * direction.z;
bool isRunning = direction.magnitude > 0.1f;
//Walking
if (isRunning && !Input.GetKey(KeyCode.LeftShift))
{
rb.MovePosition(rb.position + forwardDirection * (speed * Time.deltaTime));
playerAnimator.SetFloat("Speed_f", 0.5f);
}
//Running
else if(isRunning && Input.GetKey(KeyCode.LeftShift))
{
rb.MovePosition(rb.position + forwardDirection * (speed * runSpeed * Time.deltaTime));
playerAnimator.SetFloat("Speed_f", 1f);
}
//Standing
else if(isRunning == false)
{
playerAnimator.SetFloat("Speed_f", 0f);
}
}
}
`
it might be because a slerp is not a lineair line so its velocity is less when you are close to the endpoint maybe try Quaternion.RotateTowards.
I "Mostly" solved this issue, and it's an unexpected solution. The drift was solved by freezing rotation on the player in the inspector (Still don't know what was causing the player to spin though) However this caused extra jitter. I found two issues.
If I've selected ANY game object in the hierarchy, and play the game, the game is jittery, but if I click off of it onto nothing, the game runs smoother (Not completely better, but much smoother).
I'm using a Gravity script for the planet that applies gravity to the player's Rigidbody, and I believe with multiple things acting on the RB at the same time, it causes jitter. I'm thinkin of trying to greatly simplify the project, but putting the different methods from the scripts into different Update methods helps a good bit depending on the combination (Not as simple as Physics movement in FixedUpdate and camera in LateUpdate unfortunately).

Integrate RigidBody kinematic After Press GetAxis Unity

I would like to integrate the rigidbody kinematic, when I finish pressing one of the axis, because in my code after my tank moves, it keeps moving for a while as if it were a force. I tried to add it, if it stopped pressing the buttons but it didn't work.
I tried to add them in the update, or in the form of a boolean but I think I have problems to set the logic of where it should be so that it works correctly.
What I would like is for the object's kinematic to activate when the axis is released.
Thank you very much for the help
public class TankController : MonoBehaviour
{
public int m_PlayerNumber = 1;
public float m_Speed = 12f;
public float m_TurnSpeed = 180f;
public AudioSource m_MovementAudio;
public float m_PitchRange = 0.2f;
private string m_MovementAxisName;
private string m_TurnAxisName;
private Rigidbody m_Rigidbody;
private float m_MovementInputValue;
private float m_TurnInputValue;
private float m_OriginalPitch;
private void Awake()
{
m_Rigidbody = GetComponent<Rigidbody>();
}
private void OnEnable()
{
// When the tank is turned on, make sure it's not kinematic.
m_Rigidbody.isKinematic = false;
// Also reset the input values.
m_MovementInputValue = 0f;
m_TurnInputValue = 0f;
}
private void OnDisable()
{
// When the tank is turned off, set it to kinematic so it stops moving.
m_Rigidbody.isKinematic = true;
}
private void Start()
{
// The axes names are based on player number.
m_MovementAxisName = "CarroV" ;
m_TurnAxisName = "CarroH";
// Store the original pitch of the audio source.
}
private void Update()
{
// Store the value of both input axes.
m_MovementInputValue = Input.GetAxis(m_MovementAxisName);
m_TurnInputValue = Input.GetAxis(m_TurnAxisName);
EngineAudio();
}
private void FixedUpdate()
{
// Adjust the rigidbodies position and orientation in FixedUpdate.
/* if (Input.GetKey(KeyCode.Keypad8) || !Input.GetKey(KeyCode.Keypad2) || !Input.GetKey(KeyCode.Keypad4) || !Input.GetKey(KeyCode.Keypad6))
{
m_Rigidbody.isKinematic = true;
}
*/
Move();
Turn();
}
private void Move()
{
//m_Rigidbody.isKinematic = false;
// Create a vector in the direction the tank is facing with a magnitude based on the input, speed and the time between frames.
Vector3 movement = transform.forward * m_MovementInputValue * m_Speed * Time.deltaTime;
// Apply this movement to the rigidbody's position.
m_Rigidbody.MovePosition(m_Rigidbody.position + movement);
}
private void Turn()
{
// m_Rigidbody.isKinematic = false;
// Determine the number of degrees to be turned based on the input, speed and time between frames.
float turn = m_TurnInputValue * m_TurnSpeed * Time.deltaTime;
// Make this into a rotation in the y axis.
Quaternion turnRotation = Quaternion.Euler(0f, turn, 0f);
// Apply this rotation to the rigidbody's rotation.
m_Rigidbody.MoveRotation(m_Rigidbody.rotation * turnRotation);
/* else
{
m_Rigidbody.isKinematic = true;
}*/
}
}
`
When you set isKinematic, you're telling the physics engine to not apply forces to the game object.
However, your object still has velocity and you need to cancel that yourself.
if (Input.GetKey(KeyCode.Keypad8) || !Input.GetKey(KeyCode.Keypad2) || !Input.GetKey(KeyCode.Keypad4) || !Input.GetKey(KeyCode.Keypad6))
{
m_Rigidbody.isKinematic = true;
m_Rigidbody.velocity = Vector3.zero;
}
Additional consideration:
Is there a reason you're using the physics engine? If you want it to use physics then stopping should be either using "drag" in the RigidBody inspector or place a force in the opposite direction:
if (Input.GetKey(KeyCode.Keypad8) || !Input.GetKey(KeyCode.Keypad2) || !Input.GetKey(KeyCode.Keypad4) || !Input.GetKey(KeyCode.Keypad6))
{
m_Rigidbody.AddForce(-m_Rigidbody.velocity * someScalingValue); // where someScalingValue is a float you choose
}
If you're doing physics, you should try and keep isKinematic to false.
Alternatively don't use the physics engine, keep isKinematic set to true and move the transform instead.

Input.GetKeyDown is won't work properly Unity 2D

I'm trying to make my square jump in Unity 2D when I press Space button. I have the following code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Movement : MonoBehaviour
{
public float moveSpeed;
public float jumpSpeed;
float moveX;
Vector2 pos;
// Update is called once per frame
void Update()
{
MoveHorizontally();
Jump();
}
void MoveHorizontally(){
moveX = Input.GetAxis("Horizontal") * Time.deltaTime;
pos.x = moveX * moveSpeed;
transform.position = new Vector2(transform.position.x + pos.x,transform.position.y + pos.y);
}
void Jump(){
if (Input.GetKeyDown("space")){
GetComponent<Rigidbody2D>().AddForce(new Vector2(0,jumpSpeed * Time.deltaTime), ForceMode2D.Impulse);
Debug.Log("Jumped!");
}
}
}
When I press Space button, "Jumped!" message shows up, but my square not jumping. Any idea?
Thanks a lot.
I tried using Input.GetKey function. It works, but that function keeps making my square go upwards if i keep holding Space button.
U need to assing a value to jumpforce. and of course to the moveforce. if u dont wanna jump repeatly Just name a bool for checking if u are on ground. I use mine as" private bool = isGrounded".
and try the code below. It makes ur jump a condition as a function of touching ground.
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Ground"))
isGrounded = true;
}
and here is my code for jump.
public void PlayerJump() {
if (Input.GetButtonDown("Jump") && isGrounded) {
isGrounded = false;
myBody.AddForce(new Vector2(0f, jumpForce), ForceMode2D.Impulse);
}
}
whenever u jump it makes your bool variant false and whenever u touch ground it make ur bool true.
Make sure "Ground" must be same exactly the tag your ground has.
When you call AddForce() method you don't have to multiply with "Time.deltaTime".
What you can do is the following:
First cached your "Rigidbody2D" component from your Start() method because if you call it every frame it will affect your game performance.
private Rigidbody2D rigidbody2D;
void Start()
{
rigidbody2D = GetComponent<Rigidbody2D>();
}
Second, instead of Update() method you should call the FixedUpdate() method which is recommended when you deal with Physics
void FixedUpdate()
{
MoveHorizontally();
Jump();
}
Third, on your Jump() method as I said on top you should not multiply the jump force with Time.deltaTime, instead do the following:
public float jumpForce = 10f;
public void Jump()
{
if (Input.GetKeyDown(KeyCode.Space))
{
rigidbody2D.AddForce(Vector2.up*jumpForce);
}
}
You can adjust the jumpForce as you want.
Also Vector2.up is a shorthand for writing Vector2(0, 1)
You can read more about Vector2 here Vector2.up Unity's Documentation

Why is my raycast not detecting the object?

Im currently on a project where i need to detect if an object is in front of an other, so if it's the case the object can't move, because one is in front of it, and if not the object can move.
So im using here a raycast, and if the ray hit something I turn a bool to true. And in my scene, the ray hits but never turning it to true.
I precise that both of my objects as 2D colliders and my raycast is a 2DRaycast, I previously add to tick "Queries Start in colliders" in physics 2D so my ray won't detect the object where I cast it.
Please save me.
Here is my code :
float rayLength = 1f;
private bool freeze = false;
private bool moving = false;
private bool behindSomeone = false;
Rigidbody2D rb2D;
public GameObject cara_sheet;
public GameObject Monster_view;
public GameObject monster;
void Start()
{
rb2D = GetComponent<Rigidbody2D>();
}
void Update()
{
Movement();
DetectQueuePos();
}
private void Movement()
{
if(freeze || behindSomeone)
{
return;
}
if(Input.GetKeyDown(KeyCode.Space))
{
Debug.Log("Move");
moving = true;
//transform.Translate(Vector3.up * Time.deltaTime, Space.World);
}
if(moving)
{
transform.Translate(Vector3.up * Time.deltaTime, Space.World);
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (!collision.CompareTag("Bar"))
{
return;
}
StartCoroutine(StartFreeze());
}
public void DetectQueuePos()
{
RaycastHit2D hit = Physics2D.Raycast(this.transform.position, this.transform.position + this.transform.up * rayLength, 2f);
Debug.DrawLine(this.transform.position, this.transform.position + this.transform.up * rayLength, Color.red, 2f);
if (hit.collider != null)
{
print(hit.collider.name);
}
if(hit.collider != null)
{
Debug.Log("Behind true");
//Destroy(hit.transform.gameObject);
behindSomeone = true;
}
}
IEnumerator StartFreeze()
{
yield return new WaitForSeconds(1f);
rb2D.constraints = RigidbodyConstraints2D.FreezeAll;
freeze = true;
moving = false;
cara_sheet.SetActive(true);
Monster_view.SetActive(true);
}
While Debug.DrawLine expects a start position and an end position a Physics2D.Raycast expects a start position and a direction.
You are passing in what you copied from the DrawLine
this.transform.position + this.transform.up * rayLength
which is a position, not a direction (or at least it will a completely useless one)! Your debug line and your raycast might go in completely different directions!
In addition to that you let the line have the length rayLength but in your raycasts you pass in 2f.
It should rather be
Physics2D.Raycast(transform.position, transform.up, rayLength)

Unity 2D Platformer Jumping Issue

I'm able to get my sprite to jump using a Axis.RawInput. This input also serves as a parameter to trigger the jumping animation when the RawInput is greater than 0. This issue with this is when you release the key, the sprite instantly falls back down. How can I perform a fixed jump when the key is pressed once or held down and then have the sprite fall at a fixed rate while also having the animations trigger?
This is what I have in my PlayerMover script now.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMover : MonoBehaviour
{
public Animator anim;
public Vector3 velocity = Vector3.zero;
public float runSpeed = 0f;
public float jumpSpeed = 0f;
private SpriteRenderer sp;
public float maxJump = 4f;
private void Awake()
{
sp = GetComponent<SpriteRenderer>();
}
void Update()
{
runSpeed = Input.GetAxisRaw("Horizontal");
jumpSpeed = Input.GetAxisRaw("Vertical");
anim.SetFloat("Jump", jumpSpeed);
anim.SetFloat("Speed", Mathf.Abs(runSpeed));
}
private void FixedUpdate()
{
Move(runSpeed, jumpSpeed*4);
}
void Move(float horizontal, float vertical)
{
if(horizontal > 0 || horizontal > 0 && vertical >0)
{
anim.SetBool("Idle", false);
sp.flipX = false;
}
else if(horizontal < 0 || horizontal <0 && vertical >0)
{
anim.SetBool("Idle", false);
sp.flipX = true;
}
else
anim.SetBool("Idle", true);
velocity.x = horizontal;
velocity.y = vertical;
transform.position += velocity * Time.fixedDeltaTime;
}
}
I've read about using something like
if(Input.GetKeyDown(GetKeyCode("Space"){
rigidbody2D.AddForce(new Vector2(0, 10), ForceMode2D.Impulse);
}
In order to move but it allows additional jumps whenever Space is pressed.
If you want to use something like:
if(Input.GetKeyDown(GetKeyCode("Space"))){
rigidbody2D.AddForce(new Vector2(0, 10), ForceMode2D.Impulse);
}
but need to stop the player from jumping when they're already in the air, just only allow them to do this when they're already on the floor. So:
if(Input.GetKeyDown(GetKeyCode("Space")) && isOnFloor()){
rigidbody2D.AddForce(new Vector2(0, 10), ForceMode2D.Impulse);
}
Where isOnFloor() is some function that checks if your character is on the floor. Depending on your game implementation this could be done several ways, but the most common one is to check if the player character is colliding with anything, and if so, if that collision object is below them. This stackexchange thread gives some code samples for how to achieve this.
In order to use this
if (Input.GetKeyDown(GetKeyCode("Space"))
{
rigidbody2D.AddForce(new Vector2(0, 10), ForceMode2D.Impulse);
}
you need to check if your player is colliding with the ground, so instead you would have a bool like bool isGrounded to check if you are touching the ground, to do this you can do it in the OnCollisionStay() to confirm it is true when you are colliding with the ground. You can use tags to check if the collider you are colliding with is the ground. Then when you jump, you need to say isGrounded = false; then it will not be true untill you land on the ground again
if (Input.GetKeyDown(GetKeyCode("Space") && isGrounded == true)
{
rigidbody2D.AddForce(new Vector2(0, 10), ForceMode2D.Impulse);
isGrounded = false;
}