I have came across similar problem which few people already posted on the forum. I checked the exisiting posts but still not couldn't rectify the issue. I have cube in my program which hits the floor when program starts. However, I found that onCollisionEnter is not being called when cube hits the floor. Rigidbody is attached to the cube. Could anyone guide me where am I making mistake?
Code of cube is:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class cube : MonoBehaviour
{
public float speed = 3.5f;
public float jumpingforce = 10f;
private bool canjump = false;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if(Input.GetKey("right"))
{
transform.position += Vector3.right * speed * Time.deltaTime;
}
if(Input.GetKey("left"))
{
transform.position += Vector3.left * speed * Time.deltaTime;
}
if(Input.GetKeyDown("space"))
{
GetComponent<Rigidbody>().AddForce(0,jumpingforce,0);
}
}
void onCollisionEnter(Collision collision)
{
Debug.Log("checking collision....");
}
}
First of all OnCollisionEnter needs to start (as btw any method and class name should in c#) with a capital O .. otherwise Unity will not recognize it and never call it. Unity calls these methods (like also Awake, Start, Update) as "Messages". If they do not exactly match the name they are never found and never called.
Some more things:
Do not call GetComponent repeatedly. It is quite expensive! Rather store the reference once and re-use it.
Then whenever a Rigidbody is involved you should not update it's transformations using the Transform component! This breaks the Physics! Rather use Rigidbody.MovePosition within FixedUpdate
Small Sidenote: Remove any empty Unity message method like Start, Awake, Update. Even if they are empty they are called by Unity as message only causing unnecessary overhead.
So you should change your code to something like
public class cube : MonoBehaviour
{
public float speed = 3.5f;
public float jumpingforce = 10f;
private bool canjump = false;
// you can also already reference this via the Inspector
// then it skips the GetComponnet call
[SerializeField] privte Rigidbody rigidbody;
private void Awake()
{
if(!rigidbody) rigidbody = GetComponent<Rigidbody>()
}
private void FixedUpdate()
{
// Getting this input in FixedUpdate is ok since it is a continues call
if(Input.GetKey("right"))
{
rigidbdy.MovePosition(rigidbody.position + Vector3.right * speed * Time.deltaTime);
}
if(Input.GetKey("left"))
{
rigidbdy.MovePosition(rigidbody.position + Vector3.left * speed * Time.deltaTime);
}
}
private void Update()
{
// this one-time input event has to be checked in Update / frame-based
// since it is true only for one frame and FixedUpdate might not be called during that frame
if(Input.GetKeyDown("space"))
{
// also it's ok calling this in Update since it is a one-time event
// and unlikely to happen twice until FixedUpdate is called again
rigidbody.AddForce(0,jumpingforce,0);
}
}
private void OnCollisionEnter(Collision collision)
{
Debug.Log("checking collision....");
}
}
Related
I'm trying to "animate" (yes, I'm using the animate capabilities of Unity but I'm only changing the sprite from one still frame to another still frame) my character jumping in Unity. According to my code, everything should be running properly but for some reason, nothing happens in-game when I hit the Jump button (player is jumping but the sprite isn't changing). I'm following along with this tutorial and I've tried several others explaining how to use Unity's Animator and Animation windows but nothing seems to be working to change the sprite.
My code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
[SerializeField]
private float moveForce = 10f;
[SerializeField]
private float jumpForce = 11f;
private float movementX;
private float movementY;
private Rigidbody2D myBody;
private SpriteRenderer sr;
private Animator anim;
private string WALK_ANIMATION = "Walk";
private bool isGrounded = true;
private string GROUND_TAG = "Ground";
private string JUMP_ANIMATION = "Jump";
private void Awake()
{
myBody = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
sr = GetComponent<SpriteRenderer>();
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
PlayerMoveKeyboard();
AnimatePlayer();
PlayerJump();
}
void FixedUpdate()
{
}
void PlayerMoveKeyboard()
{
movementX = Input.GetAxisRaw("Horizontal");
movementY = Input.GetAxisRaw("Vertical");
transform.position += new Vector3(movementX, 0f, 0f) * Time.deltaTime * moveForce;
}
void AnimatePlayer()
{
if (movementX > 0)
{
anim.SetBool(WALK_ANIMATION, true);
sr.flipX = false;
}
else if (movementX < 0)
{
anim.SetBool(WALK_ANIMATION, true);
sr.flipX = true;
}
else
{
anim.SetBool(WALK_ANIMATION, false);
}
}
void PlayerJump()
{
if (Input.GetButtonDown("Jump") && isGrounded)
{
isGrounded = false;
myBody.AddForce(new Vector2(0f, jumpForce), ForceMode2D.Impulse);
anim.SetBool(JUMP_ANIMATION, true);
Debug.Log("You should be jumping.");
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if(collision.gameObject.CompareTag(GROUND_TAG))
{
isGrounded = true;
anim.SetBool(JUMP_ANIMATION, false);
}
}
}
My animator states currently:
I'm not sure if this is enough information or if I've included screenshots of everything so please feel free to ask for more input.
I have tried:
Changing the Transitions from (currently) Walking to Jumping to (previously) Idle to Jumping.
Removing the Walking animation entirely from the code
Removing the Transitions from Walking to Idle so that there were only transitions from Walking to Jumping
Checking "Has Exit Time" and unchecking "Has Exit Time"
Extending the length of the Jumping animation
Changing the speed of the jump from 1 to .5 and from 1 to 2
Using an if/else statement in the Animate Player function where the bool of JUMPING_ANIMATION only becomes true if the Y value of the player is higher than the base position when they're standing on the ground
(Trying to; not sure if I coded this correctly because I'm shaky on using triggers instead of bools) Use a trigger instead of a bool for initializing the jump animation
I'm absolutely positive I've just missed something in the tutorial or something else fairly simple and dumb but I cannot for the life of me figure out what it is I'm missing. I've searched the other jump animation issues here on SO, too, and none of them seem to be quite what I'm missing. As it stands, my code is telling me that the Jump parameter is becoming true properly based on the Console Log but nothing about the visual sprite changes for the character.
As I can see in your Animator, you need to set your "StateMachine Default State" to one of your used states (I suppose for your case, the Idle State).
You can do that with a right click on the Entry State.
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
sorry if this is a really simple question, but I really can't figure it out. I'm making a game in which I'm starting off with a tutorial on movement and combat etc, but when I try to animate my tutorials using the same line of code that worked for my player movement script, it won't work. By "it won't work", I mean that whenever I save my script (called "Next_Script") and go back into Unity, I don't have the option to drag in my Animator component. Again, the answer is probably extremely simple, but I can't figure it out. Thanks. The line of code I'm using is
public Animator animator;
It worked perfectly on another script, so I don't know why it won't here. Here's a photo of my inspector in Unity.
For some reason it keeps changing my unity2d tag to unity 3d. It is 2d
Your script reference is broken so it isn't even recognized by Unity ...
This happens sometimes if you delete or rename or move the script outside of Unity after it was already attached to a GameObject.
First as the warning says make sure there are no compiler errors.
Then first of all drag in your script into the field Script of the missing component. This tells Unity again which script to use for the component it isn't recognizing anymore.
After that you should again see your Animator field where you can drag in your Animator as usual.
So from the comments I know you have compiler errors for your code
public class Next_Script : MonoBehaviour
{
public Animator animator;
public float Yay = 0f;
// Update is called once per frame
void Update()
{
Thread.Sleep(5000);
Yay + 1f;
animator.SetFloat("Next", Yay);
}
}
Here are multiple problems:
You do not want to use Thread.Sleep in Unity! This freezes your entire GUI mainthread!
For calling something repeatedly delayed among a lot other options you can use e.g. InvokeRepeating, a simple timer or a Coroutine (see examples below)
And then Yay + 1f; makes no sense ... you either want to assign this value to something or use Yay++; or Yay+=1
So your code should look like e.g.
public class Next_Script : MonoBehaviour
{
public Animator animator;
public float Yay = 0f;
void Start()
{
InvokeRepeating(nameof(Increase), 5f, 5f);
}
void Increase()
{
Yay += 1f;
animator.SetFloat("Next", Yay);
}
}
Or using a simple timer in Update
public class Next_Script : MonoBehaviour
{
public Animator animator;
public float Yay = 0f;
private float timer;
void Update()
{
timer += Time.deltaTime;
if(timer < 5f) return;
timer = 0;
Yay += 1f;
animator.SetFloat("Next", Yay);
}
}
Or using a Coroutine
public class Next_Script : MonoBehaviour
{
public Animator animator;
public float Yay = 0f;
private float timer;
IEnumerator Start()
{
while (true)
{
yield return new WaitForSeconds(5f);
Yay += 1f;
animator.SetFloat("Next", Yay);
}
}
}
I am having a little trouble understanding the following. I am working on a simple game where the player can move a game object around by clicking left or right on the keyboard. Simple enough:
void Update()
{
if (Input.GetKey(KeyCode.LeftArrow))
{
transform.position += Vector3.left * movementSpeed * Time.deltaTime;
}
if (Input.GetKey(KeyCode.RightArrow))
{
transform.position += Vector3.right * movementSpeed * Time.deltaTime;
}
if (Input.GetKey(KeyCode.UpArrow))
{
transform.position += Vector3.up * jumpHeight * Time.deltaTime;
}
if (Input.GetKey(KeyCode.DownArrow))
{
transform.position += Vector3.down * movementSpeed * Time.deltaTime;
}
}
However, I also have two buttons on screen, that are also supposed to move the player just as the keyevents do. What I dont understand is, that I need an update function to check every frame if a new button is pressed, right? So now I have my button and assign a script to it, where I can attach the button to a certain function of that script. But I cannot simply assign the button to a new "update" function that checks for different inputs of that button. How do I get my Ui Button to also controll the player JUST like the Update function does here?
Thank you!
Check out the Screenshot of the Scene. Just create an UI with an EventSystem. Create a button within your UI. Attach an EventTrigger to your button. Now create two Events on your EventTrigger:
(1) Pointer Down (will be called, when the button get's pressed down.)
(2) Pointer Up (will be called when the button is released.)
Attach the script at the end of this answer as a component to your player or cube or whatever you wanna move.
Now you can see on the screenshot, that the public method MoveCube.MoveLeft get's called whenever the MoveLeftButton is pressed. Whenever it is released, the MoveCube.StopMovingLeft gets called. The joke is about the bool, that will be switched from false to true and back. The actual movement happens in the Update, that essentially follows the same logic as the script you have provided. Hope this helps.
private bool moveLeft, moveRight;
void Start ()
{
// Get Rigidbody or CC or whatever you use to move your object.
}
void Update ()
{
if (moveLeft)
{
// Move Left
Debug.Log("Moving Left");
}
}
public void MoveLeft()
{
moveLeft = true;
}
public void StopMovingLeft()
{
moveLeft = false;
}
EDIT: Very important - I just saw that you are using transform.position += Vector3 to move the object. You will have big troubles with accurate collision, as your function is literally teleporting your gameobject to the new position. To avoid bad colliding you should use Rigidbody.AddForce or if you want to use transform you can easily use transform.Translate:
From Unity Docs:
transform.Translate(Vector3.forward * Time.deltaTime);
EDIT 2: Here is the code you have requested in the comment to this answer. Just copy the script, should work fine.
private bool moveLeft, moveRight;
// Create the rigidbody and the collider
private Rigidbody rb;
private Collider col;
// Create a variable you can change in inspector window for speed
[SerializeField]
private float speed;
void Start ()
{
// You can either use a CC (Character Controller) or a Rigidbody. Doesn't make that much of a difference.
// Important thing is, if you use a rigidbody, you will need a collider as well. Collider detect collision
// but rigidbodies do the actual work with regards to physics. In this case we use rigidbody/collider
// Get the rigidbody
// If you are making a 2D game, you should use Rigidbody2D
// The rigidbody will simulate actual physics. I tested this script, the
// rigibody will accelerate and will need time to slow down upon breaking
// You can change it's mass and stuff
rb = GetComponent<Rigidbody>();
// Now in this case we just get any collider. You can be more specific, if you know which collider your gameobjects has
// e.g. BoxCollider or SphereCollider
// If you are making a 2D game, you should use Collider2D
col = GetComponent<Collider>();
}
void Update ()
{
if (moveLeft)
{
// If you make a 2D game, use Vector2
rb.AddForce(Vector3.left * speed);
}
}
public void MoveLeft()
{
moveLeft = true;
}
public void StopMovingLeft()
{
moveLeft = false;
}
You could do something like this. In your script, attached to a button:
using UnityEngine.EventSystems; // Required when using Event data.
public class ExampleClass : MonoBehaviour, IPointerDownHandler // required interface when using the OnPointerDown method.
{
bool moveLeft = false;
// Do this when the mouse is clicked over the selectable object this script is attached to.
public void OnPointerDown(PointerEventData eventData)
{
moveLeft = true;
Debug.Log(this.gameObject.name + " was clicked.");
}
public void OnPointerUp(PointerEventData eventData)
{
moveLeft = false;
Debug.Log(this.gameObject.name + " was released.");
}
void Update()
{
if (moveLeft)
// Move left code
}
}
This is a fairly dumb example, but should be at least something you can expand on.
Here are the two Error messages I am receiving.
This seems to only happen when the Run animation is playing. Any help would be appreciated.
I am building this game for android and I am using mouse clicks to move the character. Since mouse clicks translate to touch events this should have no barring on the game as far as I know.
I guess I should also note that the animations play fine while playing the game.
'defaultModelfbx' AnimationEvent 'FootL' has no receiver! Are you missing a component?
'defaultModelfbx' AnimationEvent 'FootR' has no receiver! Are you missing a component?
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class PlayerController : MonoBehaviour
{
float speed = 10;
float rotSpeed = 5;
Vector3 targetPosition;
Vector3 lookAtTarget;
Quaternion playerRot;
bool moving = false;
Animator thisAnim;
void Update()
{
thisAnim = GetComponent<Animator>();
// Get movement of the finger since last frame
if (Input.GetMouseButton(0))
{
SetTargetPosition();
}
if (moving)
{
Move();
}
}
void SetTargetPosition()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if(Physics.Raycast(ray, out hit, 1000))
{
targetPosition = hit.point;
lookAtTarget = new Vector3(targetPosition.x - `transform.position.x, 0, targetPosition.z - transform.position.z);`
playerRot = Quaternion.LookRotation(lookAtTarget);
moving = true;
}
}
void Move()
{
thisAnim.SetFloat("speed", 1);
transform.rotation = Quaternion.Slerp(transform.rotation, playerRot, rotSpeed * Time.deltaTime);
transform.position = Vector3.MoveTowards(transform.position, targetPosition, speed * Time.deltaTime);
if (transform.position == targetPosition)
{
moving = false;
thisAnim.SetFloat("speed", 0);
}
}
}
I had the same error, but with a different cause and solution.
All my code was in a (grand)parent gameobject (e.g. WerewolfPlayer) and I wanted to keep it this way. The animator was in a (grand)child gameobject (e.g. WEREWOLF_PBR) and it couldn't find the animation events:
To fix this, I bubbled-up the event from the child gameobject to the parent:
I edited the PlayerController.cs in the parent gameobject (e.g. WerewolfPlayer) to find the new "hand off animation events" script and fire the animation events when they happen:
using UnityEngine;
using System;
public class PlayerController : MonoBehaviour
{
private HandOffAnimationEvent handOffAnimationEvent;
// called when animation event fires
public void Pickup()
{
Debug.Log("player picks up object here...");
}
void OnEnable()
{
handOffAnimationEvent = GetComponentInChildren<HandOffAnimationEvent>();
handOffAnimationEvent.OnPickup += Pickup;
}
void OnDisable()
{
handOffAnimationEvent.OnPickup -= Pickup;
}
}
The new HandOffAnimationEvents.cs was added to the child gameobject (e.g. WEREWOLF_PBR) and when the animation event fires, it fires its own event:
using UnityEngine;
using System;
public class HandOffAnimationEvent : MonoBehaviour
{
public event Action OnPickup;
// This is the animation event, defined/called by animation
public void Pickup()
{
OnPickup?.Invoke();
}
}
Okay thanks to Nathalia Soragge I have found the solution to the problem.
If you look closely at the animation window you can see two white dashes at the top of the time line. I have clicked on one of them in the picture, and sure enough it is one of the events that were throwing the error message.
I am assuming I can just delete these two events since I do not have them anywhere in code. In this case it is looking for the events in my PlayerController since it is attached to my Model defaultModelfbx
UPDATE: I have deleted both events and now everything is running smoothly. Thanks again Nathalia!!!!!!! ;)
If you don't want to listen to any events, you can set Animator.fireEvents to false.
public Animator animator;
void Start()
{
animator.fireEvents = false;
}
https://docs.unity3d.com/ScriptReference/Animator-fireEvents.html
I had the same problem.I solved this by deleting all animation events and recreating all of them again.