Trying to set gravity modifier with script - unity3d

I want to set the gravity modifier of an object to 2 when the mouse is clicked down, then go back down to .3 when it is released.
I think its just a simple stupid error.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Move : MonoBehaviour
{
public Rigidbody2D rb;
public float idle = .3f;
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
rb.gravityScale = 2f;
}
else
{
rb.gravityScale = .3f;
}
}
}

GetMouseButtonDown will only return true on the exact frame that the mouse button was pressed down. This means that if you hold it down, your else block will run every frame other than the one it was pressed. You can instead check for the mouse being released with GetMouseButtonUp and change it back when that happens:
if (Input.GetMouseButtonDown(0))
{
rb.gravityScale = 2f;
}
if (Input.GetMouseButtonUp(0))
{
rb.gravityScale = .3f;
}
or you can be more specific with your first if and then use an empty else:
if (Input.GetMouseButtonDown(0) || Input.GetMouseButton(0))
{
rb.gravityScale = 2f;
}
else
{
rb.gravityScale = .3f;
}
GetMouseButton will return true during any frame it's held.

Related

How to Jump by Button UI using Character Controller in Unity3D

I am calling JUMP function from a UI Button but unable to jump using Character Collider provided by Unity. Can someone please help me where am i going wrong?
PlayerMovement Script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class PlayerControllerCC : MonoBehaviour
{
public FixedJoystick moveJoystick;
CharacterController _charController;
private Vector3 v_movement;
private Animator _animator;
public float moveSpeed = 0.1f;
public float gravity = 0.5f;
public float jumpForce = 0.5F;
private float originalstepOffset;
private float InputX;
private float InputZ;
// Start is called before the first frame update
void Start()
{
moveSpeed = 0.1f;
gravity = 0.5f;
jumpForce = 0.5F;
_charController = GetComponent<CharacterController>();
originalstepOffset = _charController.stepOffset;
_animator = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
InputX = moveJoystick.Horizontal;
InputZ = moveJoystick.Vertical;
isWalking();
}
private void FixedUpdate()
{
playerMovement();
}
void playerMovement()
{
//Check Gravity
if (_charController.isGrounded)
{
_charController.stepOffset = originalstepOffset;
v_movement.y = -0.5f;
}
else
{
_charController.stepOffset = 0;
v_movement.y -= gravity * Time.deltaTime;
}
//player movement
v_movement = new Vector3(InputX * moveSpeed, v_movement.y, InputZ * moveSpeed);
float magnitute = Mathf.Clamp01(v_movement.magnitude);
v_movement.Normalize();
_charController.Move(v_movement * magnitute);
Vector3 lookDir = new Vector3(v_movement.x, 0, v_movement.z);
//Set rotation facing after player movement
if ((lookDir.x != 0) && (lookDir.z != 0))
{
transform.rotation = Quaternion.LookRotation(lookDir);
}
}
void isWalking()
{
if (InputX == 0 && InputZ == 0)
{
_animator.SetBool("isWalking", false);
}
else
{
_animator.SetBool("isWalking", true);
}
}
public void Attack()
{
_animator.SetTrigger("isAttacking");
}
public void Jump()
{
if (_charController.isGrounded)
{
v_movement.y = jumpForce * Time.deltaTime;
}
}
}
When button is clicked in UI it called the JUMP function. I am not using keyboard but FixedJoyStick hence using button to jump.
My Game looks like this and the UI. The up arrow key is the jump button.
The Game button Up Arrow Jump
Calling Jump Function in Button
Your problem lays on the OnClick() function of the button, it is interacting with the script but the script itself is not attached to any character in this case. What you did works when the script works by itself no matter where is attached (e.g. when you call all the objects with a tag).
What you need to do is to link the object which has the script to the OnClick() in the editor, then select from the dropdown menu the script component and then call the function you want.
Like This.
Image link since I'm new
Notice how what is linked are the Game Objects and then the script is selected.

Problem with my object that does not stop moving

I made a script for moving an object to the position indicated by the mouse click. If I don't choose to click to another location to move towards, I would like to stop my object if it reaches the previously mentioned position. However, the object doesn't stop when reaching the position and it continues moving.
Here is the code I wrote. I would be grateful if somebody knows how to fix this issue.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float moveSpeed;
private Vector3 targetPos;
private Rigidbody2D rb;
private bool isMoving;
private Vector2 direction;
public float changeDirCooldown;
private float changeCool;
private bool canChangeDir;
void Start()
{
rb = GetComponent<Rigidbody2D>();
changeCool=changeDirCooldown;
canChangeDir =true;
}
void Update()
{
if (Input.GetMouseButton(0) && canChangeDir)
{
changeDirCooldown = changeCool;
SetTargetPosition();
}
if (changeDirCooldown<=0)
{
canChangeDir = true;
}
else
{
changeDirCooldown -= Time.deltaTime;
}
}
private void FixedUpdate()
{
if (isMoving)
{
Move();
}
if (this.transform.position == this.targetPos)
{
isMoving = false;
rb.velocity = Vector2.zero;
}
}
private void SetTargetPosition()
{
targetPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
targetPos.z = transform.position.z;
direction = targetPos - this.transform.position;
direction = direction.normalized;
isMoving = true;
}
private void Move()
{
rb.velocity = direction * moveSpeed;
canChangeDir = false;
}
}
It's probabily a problem with float number tolerance. This line
this.transform.position == this.targetPos
will almost never result to true, so instead you should do something like this:
Mathf.Abs(this.transform.position.x - this.targetPos.x) < float.Epsilon &&
Mathf.Abs(this.transform.position.y - this.targetPos.y) < float.Epsilon

Unity - Drag with right mouse button?

I am creating a build in Unity 2019.4.12f1 and need to drag an object with Right Mouse button.
My C# skills are very limited, so far but i try.
This scripts is my attempt to be able to rotate a gameobject by holding right mouse button down and dragging ingame.
But it is wrong.
Can anyone help me correct it?ยด
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class mouseM : MonoBehaviour
{
bool dragging = false;
void Start()
{
if (Input.GetMouseButtonDown(1))
{
dragging = true;
}
}
void Update()
{
if (Input.GetMouseButtonDown(1))
{
yourOnMouseDownFunction();
dragging = true;
}
if (Input.GetMouseButtonUp(1))
{
yourOnMouseUpFunction();
dragging = false;
}
if (dragging)
{
yourOnMouseDragFunction();
}
}
}
I understood that You need to Drag Object in 3d World so Here is my Code just create new Script and attach to Object You Want to Drag it
Your Object that You need to Drag it should has a collider
using UnityEngine;
public class DragableObject : MonoBehaviour
{
private Vector3 mOffset;
private float mZCoord;
private void OnMouseDrag()
{
transform.position = GetMouseWorldPos() + mOffset;
}
private void OnMouseDown()
{
mZCoord = Camera.main.WorldToScreenPoint(gameObject.transform.position).z;
mOffset = transform.position - GetMouseWorldPos();
}
private Vector3 GetMouseWorldPos()
{
Vector3 mosePoint = Input.mousePosition;
mosePoint.z = mZCoord;
var result = Camera.main.ScreenToWorldPoint(mosePoint);
return result;
}
}
you can try it by adding it to sphere or cube and if you use custom shape you should insure that the collider is in suitable size or has a meshcollier
Demo
EDIT
using UnityEngine;
public class DragableObject : MonoBehaviour
{
private bool isMouseDragging;
private Vector3 screenPosition;
private Vector3 offset;
private GameObject target;
GameObject ReturnClickedObject(out RaycastHit hit)
{
GameObject targetObject = null;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray.origin, ray.direction * 10, out hit))
{
targetObject = hit.collider.gameObject;
}
return targetObject;
}
void Update()
{
if (Input.GetMouseButtonDown(1))
{
RaycastHit hitInfo;
target = ReturnClickedObject(out hitInfo);
if (target != null)
{
isMouseDragging = true;
Debug.Log("our target position :" + target.transform.position);
//Here we Convert world position to screen position.
screenPosition = Camera.main.WorldToScreenPoint(target.transform.position);
offset = target.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPosition.z));
}
}
if (Input.GetMouseButtonUp(1))
{
isMouseDragging = false;
}
if (isMouseDragging)
{
//tracking mouse position.
Vector3 currentScreenSpace = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPosition.z);
//convert screen position to world position with offset changes.
Vector3 currentPosition = Camera.main.ScreenToWorldPoint(currentScreenSpace) + offset;
//It will update target gameobject's current postion.
target.transform.position = currentPosition;
}
}
}
You could try the Input.GetMouseButton method, this should return a value depending on if the button is held pressed.
This one works too, if someone needs in the future.
This is for rotate though.
Sorry, i dont know why it wont let me post as code, so i post an image.
enter image description here

How to move yoke in the vertical axis

I am trying to move an airplane yoke in the vertical axis. I am using the mouse pointer to move yoke in vertical axis up and down and clamped the value. When I run the script the yoke is positioned some ever and not moving up and down. The yoke is not moving up and down. How to move yoke up and down as shown in the image using below code.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace plane
{
public class IP_AirplaneThrottle_Physical : MonoBehaviour
{
#region Variables
public float maxZOffset = -0.5f;
public float sensitivity = 0.001f;
public float smoothSpeed = 8f;
public bool isHitting = false;
public float wantedDelta;
private Vector3 startPos;
private Vector3 wantedPos;
private Vector2 lastMousePosition;
#endregion
#region Builtin Methods
// Use this for initialization
void Start()
{
//Get the lever starting position
startPos = transform.position;
}
// Update is called once per frame
void Update()
{
HandleRaycast();
HandleInteraction();
}
#endregion
#region Custom Methods
void HandleRaycast()
{
//Build a ray so we can see if we are hitting the lever
Ray curRay = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
//Do our Raycast into the scene
if(Physics.Raycast(curRay, out hit, 1000f))
{
if(hit.transform.GetInstanceID() == this.transform.GetInstanceID())
{
Debug.Log("Hitting the Lever!");
if(Input.GetMouseButtonDown(0))
{
//We are hitting so get the start mouse position
isHitting = true;
lastMousePosition = Input.mousePosition;
print ("123");
}
}
}
//If we let go of the left mouse button then stop everything
if(isHitting && Input.GetMouseButton(0) == false)
{
isHitting = false;
}
}
void HandleInteraction()
{
if(isHitting)
{
//Calculate the delta for Z offset
wantedDelta = (lastMousePosition.y - Input.mousePosition.y) * Time.deltaTime * sensitivity;
startPos.z += wantedDelta;
//make sure we dont go to far
startPos.z = Mathf.Clamp(startPos.z, maxZOffset, 0f);
wantedPos = startPos;
//Get the New Mouse Position every frame while we are holding
lastMousePosition = Input.mousePosition;
}
else
{
//Clear out the Delta value
wantedDelta = 0f;
}
//Move the lever
transform.position = Vector3.Lerp(transform.position, wantedPos, Time.deltaTime * smoothSpeed);
}
#endregion
}
}

Touch Controls unity 2D

I have script called PlayerCharacter to control a player on the Unity 2D Platform. It's perfect, working as usual.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[RequireComponent(typeof (Rigidbody2D))]
[RequireComponent(typeof(BoxCollider2D))]
public class PlayerCharacter : MonoBehaviour
{
public float speed = 1.0f;
public string axisName = "Horizontal";
private Animator anim;
public string jumpButton = "Fire1";
public float jumpPower = 10.0f;
public float minJumpDelay = 0.5f;
public Transform[] groundChecks;
private float jumpTime = 0.0f;
private Transform currentPlatform = null;
private Vector3 lastPlatformPosition = Vector3.zero;
private Vector3 currentPlatformDelta = Vector3.zero;
// Use this for initialization
void Start ()
{
anim = gameObject.GetComponent<Animator>();
}
// Update is called once per frame
void Update ()
{
//Left and right movement
anim.SetFloat("Speed", Mathf.Abs(Input.GetAxis(axisName)));
if(Input.GetAxis(axisName) < 0)
{
Vector3 newScale = transform.localScale;
newScale.x = -1.0f;
transform.localScale = newScale;
Debug.Log("Move to left");
}
else if(Input.GetAxis(axisName) > 0)
{
Vector3 newScale = transform.localScale;
newScale.x = 1.0f;
transform.localScale = newScale;
Debug.Log ("Move to Right");
}
transform.position += transform.right*Input.GetAxis(axisName)*speed*Time.deltaTime;
//Jump logic
bool grounded = false;
foreach(Transform groundCheck in groundChecks)
{
grounded |= Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
}
anim.SetBool("Grounded", grounded);
if(jumpTime > 0)
{
jumpTime -= Time.deltaTime;
}
if(Input.GetButton("jumpButton") && anim.GetBool("Grounded") )
{
anim.SetBool("Jump",true);
rigidbody2D.AddForce(transform.up*jumpPower);
jumpTime = minJumpDelay;
}
if(anim.GetBool("Grounded") && jumpTime <= 0)
{
anim.SetBool("Jump",false);
}
//Moving platform logic
//Check what platform we are on
List<Transform> platforms = new List<Transform>();
bool onSamePlatform = false;
foreach(Transform groundCheck in groundChecks)
{
RaycastHit2D hit = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
if(hit.transform != null)
{
platforms.Add(hit.transform);
if(currentPlatform == hit.transform)
{
onSamePlatform = true;
}
}
}
if(!onSamePlatform)
{
foreach(Transform platform in platforms)
{
currentPlatform = platform;
lastPlatformPosition = currentPlatform.position;
}
}
}
void LateUpdate()
{
if(currentPlatform != null)
{
//Determine how far platform has moved
currentPlatformDelta = currentPlatform.position - lastPlatformPosition;
lastPlatformPosition = currentPlatform.position;
}
if(currentPlatform != null)
{
//Move with the platform
transform.position += currentPlatformDelta;
}
}
}
A problem arises when I try to modify the script with a touchable controller. I have googled many times and modified the script as I could, and still it gives me no result (btw, I'm new to Unity). Then I found a tutorial from a website about making a touch controller with a GUI Texture (TouchControls). I think that tutorial is easy to learn. Here is the script
using UnityEngine;
using System.Collections;
[RequireComponent(typeof (Rigidbody2D))]
[RequireComponent(typeof(BoxCollider2D))]
public class TouchControls : MonoBehaviour {
// GUI textures
public GUITexture guiLeft;
public GUITexture guiRight;
public GUITexture guiJump;
private Animator anim;
// Movement variables
public float moveSpeed = 5f;
public float jumpForce = 50f;
public float maxJumpVelocity = 2f;
// Movement flags
private bool moveLeft, moveRight, doJump = false;
void Start ()
{
anim = gameObject.GetComponent<Animator>();
}
// Update is called once per frame
void Update () {
// Check to see if the screen is being touched
if (Input.touchCount > 0)
{
// Get the touch info
Touch t = Input.GetTouch(0);
// Did the touch action just begin?
if (t.phase == TouchPhase.Began)
{
// Are we touching the left arrow?
if (guiLeft.HitTest(t.position, Camera.main))
{
Debug.Log("Touching Left Control");
moveLeft = true;
}
// Are we touching the right arrow?
if (guiRight.HitTest(t.position, Camera.main))
{
Debug.Log("Touching Right Control");
moveRight = true;
}
// Are we touching the jump button?
if (guiJump.HitTest(t.position, Camera.main))
{
Debug.Log("Touching Jump Control");
doJump = true;
}
}
// Did the touch end?
if (t.phase == TouchPhase.Ended)
{
// Stop all movement
doJump = moveLeft = moveRight = false;
}
}
// Is the left mouse button down?
if (Input.GetMouseButtonDown(0))
{
// Are we clicking the left arrow?
if (guiLeft.HitTest(Input.mousePosition, Camera.main))
{
Debug.Log("Touching Left Control");
moveLeft = true;
}
// Are we clicking the right arrow?
if (guiRight.HitTest(Input.mousePosition, Camera.main))
{
Debug.Log("Touching Right Control");
moveRight = true;
}
// Are we clicking the jump button?
if (guiJump.HitTest(Input.mousePosition, Camera.main))
{
Debug.Log("Touching Jump Control");
doJump = true;
}
}
if (Input.GetMouseButtonUp(0))
{
// Stop all movement on left mouse button up
doJump = moveLeft = moveRight = false;
}
}
void FixedUpdate()
{
//anim.SetFloat("Speed", Mathf.Abs);
// Set velocity based on our movement flags.
if (moveLeft)
{
rigidbody2D.velocity = -Vector2.right * moveSpeed;
}
if (moveRight)
{
rigidbody2D.velocity = Vector2.right * moveSpeed;
}
if (doJump)
{
// If we have not reached the maximum jump velocity, keep applying force.
if (rigidbody2D.velocity.y < maxJumpVelocity)
{
rigidbody2D.AddForce(Vector2.up * jumpForce);
} else {
// Otherwise stop jumping
doJump = false;
}
}
}
}
But I have no idea how to implement the script from the tutorial (TouchControls) and assign that to my player control script (PlayerCharacter). How can I combine both scripts so that a player can control it with a touchable control?
The best thing you can do is not to drag the touch controls from the touchcontrols tutorial to the playercontroller but the other way around, use the touchcontrols tutorial script as your template.
Since your playercontroller uses floats in its input such as moveleft = 50.0f; and the touchcontrols uses moveleft = true;
the scripts are very different from each other to just merge and work.
so from that in the touchcontrols leave the update function as it is,
and only update the fixedupate function with your controls logic since
the update void, is the condition controller for right, left, up & down so to speak.
and it will also handle the actual input of the touch.
the fixed update could then control some things that the playercontroller has such as
apply force when touching a tagged object or stuff like that.
and the update only does the input condition, good advice would be to wrap the update touch code in its own function so the update is not only touch but also other game logic related code.
You should search use copy the touch control script inside the player controller while changing the right parts. For example, instead of using Input.GetKeyDown you should use the Input.GetTouch but it depends on the game you are creating. You should pay attention to that code and change some parts