Problem with Colliders and their rotation in the Unity Game - unity3d

The problem is that I what to create an openable door. This door should open when the player enter the Box Collider which is connected to the door. But the problem is when the door begins to open and to rotate, Collider starts to rotate too which brings me a lot of problems with usind such an idea. I try to create EmptyObject with its Collider but I can't connect this Collider with script and OnTriggerEnter function itself. Maybe I don't understand something, who knows, I'm just a begginer. How knows how to help, please write an answer.
My code if somebody needs it:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class openDoor : MonoBehaviour {
public Vector3 Rotation_;
private int i;
public float speed;
bool opentheDoor;
bool closetheDoor;
// Use this for initialization
void Start () {
opentheDoor = false;
closetheDoor = false;
}
// Update is called once per frame
void Update () {
if (opentheDoor == true) {
this.transform.Rotate (Rotation_ * Time.deltaTime * speed);
i += 1;
if (i == 70) {
opentheDoor = false;
i = 0;
}
}
if (closetheDoor == true) {
this.transform.Rotate (-Rotation_ * Time.deltaTime * speed);
i += 1;
if (i == 70) {
closetheDoor = false;
i = 0;
}
}
}
void OnTriggerEnter (Collider other) {
if (other.gameObject.tag == "Player") { {
opentheDoor = true;
}
}
}
void OnTriggerExit (Collider other) {
if (other.gameObject.tag == "Player") {
closetheDoor = true;
}
}
}

This is how i would handle the scenerio
Take
DoorHandler.cs
public class DoorHandler : MonoBehaviour {
public Door door;
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
door.OpenDoor();
}
}
}
This should be attached to Parent of the door.
Next Take
Door.cs
public class Door : MonoBehaviour {
public bool isOpened = false;
public void OpenDoor()
{
if (!isOpened)
{
isOpened = true;
Debug.Log("OPEN");
//OPEN DOOR CODE!
}
}
}
Attach this to the Door GameObject
NOTE
The hierarchy would be like DoorHandler->Door->DoorModel (where Door is just an empty gameobject pivot of the Door)
In DoorHandler GameObject attach BoxCollider and Check Mark IsTrigger.
Also Player SHOULD HAVE A RIGIDBODY (preferably Kinametic) and obviously a collider
So When Player enters the DoorHandler's Collider -> The DoorHandler's OnTriggerEnter will be triggered and finally Call the Door to OpenDoor()

Add another check in OnTriggerEnter that checks if the door is currently opening or not.
void OnTriggerEnter (Collider other) {
if (other.gameObject.tag == "Player" && !opentheDoor) {
opentheDoor = true;
}
}

attach the door to an empty object. put the trigger on the empty object. then make the ontrigger entry rotate the door, not the paent object, and the collider will remain in place.
Parent
-child(door)
-child(collider)

Related

How to stop the enemy rotate when the player collide with it

I have been try for a while to stop the enemy rotate wen my player collide with it. I have insert a rigid body, and I have try to freeze position and also the freeze rotation but he keep doing the same, I can't find any were any info to learn about this problem.
I have google it a few times and could not find any thing, close to my problem.
This is the screenshot of the problem
https://imgur.com/fyryuqY
Also I have tried to set Angular drag to 0 but no success it keep doing the same.
It sounds like I am missing something, but I can't find any solution for it yet.
I have also tried to see all answers on unity forum but I can't find anywhere a solution or the way to learn about this problem.
I have edit to insert the enemy script
This is my enemy script
using UnityEngine;
using System.Collections;
public class target : MonoBehaviour {
public float health = 100f;
public Animator animx2;
public AudioSource audiovfx2;
public void TakeDamage (float amount)
{
health -= amount;
if (health <= 0f)
{
Die();
}
}
void Die()
{
animx2.SetBool("isdie",true);
audiovfx2.Play();
healthcontroller.score += 10;
health -= 10;
Destroy (gameObject, 1.5f);
}
void Update()
{
animx2 = GetComponent<Animator>();
GetComponent<AudioSource>().Play();
}
void OnTriggerEnter(Collider other) {
if (other.tag == "Player") {
Rigidbody rb = GetComponent<Rigidbody>();
rb.angularVelocity = Vector3.zero
//Stop Moving/Translating
//rbdy.velocity = Vector3.zero;
//Stop rotating
//rbdy.angularVelocity = Vector3.zero;
}
}
void OnTriggerExit(Collider other) {
if (other.tag == "Player") {
//here i want to return to normal
}
}
}
Thank you in advance
Did you try to nullify angularVelocity of the Rigidbody component, for example
rb.angularVelocity = Vector3.zero;

Physics.CheckSphere always give false (Unity3D)

I'm trying to create objects that mark the cell that I can visit. I mark them with red square:
My code for creating objects:
using UnityEngine;
using System.Collections;
using System;
public class SpawnCheck : MonoBehaviour {
public GameObject checkObject;
public bool canSpawnCheck = true;
Vector2 boxSize;
public GameObject spawnedObject;
// Use this for initialization
void Start () {
Debug.Log("Into spawn check");
}
void OnTriggerEnter2D(Collider2D other) {
Debug.Log("Enter trigger collision");
canSpawnCheck = false;
if (other.gameObject.tag == "Target") {
Debug.Log ("Found Target");
}
if (other.gameObject.tag == "Wall") {
canSpawnCheck = false;
}
if (other.gameObject.tag == "Check") {
canSpawnCheck = false;
}
}
void OnTriggerExit2D(Collider2D other) {
Debug.Log("Exit trigger collision");
canSpawnCheck = true;
}
// Update is called once per frame
void Update () {
Debug.Log ("canSpawnCheck " + canSpawnCheck);
if (canSpawnCheck == true) {
Vector3 currentPosition = this.gameObject.transform.position;
Vector3 spawnPos = new Vector3 (Mathf.Round (currentPosition.x), Mathf.Round (currentPosition.y),0);
Debug.Log ("Physics.CheckSphere " + Physics.CheckSphere (spawnPos, 5));
if (!Physics.CheckSphere(spawnPos,5)) {
spawnedObject = (GameObject)Instantiate (checkObject, spawnPos, Quaternion.identity);
this.gameObject.GetComponentInParent<AILerp> ().possibleTargets.Add (spawnedObject);
}
}
}
}
My problem: as Physics.CheckSphere(spawnPos,5) always return false my code spawns too many red squares and spawn them upon each other. I want red squares to be created only once and never created on walls (white squares).
Your Check(Clone) GameObject has Box Collider 2D attached to it. Therefore every physics function you must use should be Physics2D.something not Physics.something. Notice the keyword there "2D".
If you use just Box Collider without the 2D in it, then you can use Physics.something. So, Physics.CheckSphere cannot be used with a 2D collider.
Check(Clone) is a SpriteRenderer, 2D Collider is appropriate. You just need to use one of the Physics2D overlap functions such Physics2D.OverlapBox, Physics2D.OverlapArea or Physics2D.OverlapCircle. Which ever one you prefer.

Unity3d Transform.LookAt also changes position

Title says it all.
I provided an NPC with the following script, which should make him look and bark at the player.
When the player comes into the NPC's reach, however, the NPC starts walking towards the player instead of just facing him.
Any thoughts?
using UnityEngine;
public class Barking : MonoBehaviour {
public AudioSource barkingAudio;
private GameObject player;
private bool barking;
void Start () {
player = GameObject.FindGameObjectWithTag("Player");
barking = false;
}
void Update () {
if (barking)
lookAtPlayer();
}
private void lookAtPlayer()
{
transform.LookAt(player.transform.position, Vector3.up);
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject == player)
{
barking = true;
barkingAudio.mute = false;
barkingAudio.Play();
}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject == player) {
barking = false;
barkingAudio.mute = true;
barkingAudio.Stop();
}
}
}
Since I was using a Rigidbody and rotating the transform manually, there was some unexpected behaviour.
I found some code online which I could replace the Transform.LookAt method with:
var qTo = Quaternion.LookRotation(player.transform.position - transform.position);
qTo = Quaternion.Slerp(transform.rotation, qTo, 10 * Time.deltaTime);
GetComponent<Rigidbody>().MoveRotation(qTo);
This fixed my problem!

Unity child object sometimes jumps to vector3(0,0,0)

I have a very annoying bug, and I can't get rid of it.
The situation is, that I have a parent with the following script attached, and a trigger box2d collider. It has a child, with a rigidbody2d(kinematic, gravity=0, freeze position x, and rotation z), a sprite renderer and a polygon collider (with 4 edges).
My problem is, when the scene is loaded, sometimes my child objects (always random how much of them and which ones), jumps to transform.position 0,0,0.
I link the script, that is attached to the parent
using UnityEngine;
using System.Collections;
public class FallingSpikeHazard : MonoBehaviour
{
public GameObject spike;
private Rigidbody2D spikeRigidbody;
[SerializeField]
private Vector3 startPosition;
void Awake ()
{
startPosition = spike.transform.localPosition;
}
void Start ()
{
spikeRigidbody = spike.GetComponent<Rigidbody2D> ();
Helper.JustReset += ResetMe;
Invoke ("CheckPosition", Time.deltaTime);
}
void CheckPosition ()
{
if (spike.transform.localPosition != startPosition) {
Debug.LogError ("t1" + spike.transform.localPosition);
spike.transform.localPosition = startPosition;
Debug.LogError ("t2" + spike.transform.localPosition);
}
}
void OnDestroy ()
{
Helper.JustReset -= ResetMe;
}
void ResetMe ()
{
spikeRigidbody.gravityScale = 0;
spikeRigidbody.isKinematic = true;
if (startPosition != Vector3.zero) {
spike.transform.localPosition = startPosition;
}
}
void OnTriggerEnter2D (Collider2D other)
{
if (other.gameObject.tag.Equals ("Player")) {
spikeRigidbody.isKinematic = false;
spikeRigidbody.gravityScale = 1;
}
}
}
Events are not called, in other hand, if I disable the script, it keeps happening. Nothing have reference to these GameObjects. I don't have animations, or animator attached.
What could cause my problem?
You need to have a Rigidbody2D component in the parent GameObject in order for the OnTriggerEnter function to be called.

Teleport script not working as intended

I would like to make a gameobject in my game, which when enter trigger, then it will teleport my character to an another position (otherTeleport.transform.position), however when I use the script what I have written, my character won't teleport there, while the enemy will. If I put a Debug.Log in the bounce script which will log the character's position I see that my character has been at the otherTeleport's position, but only for one debuglog, and after that it's back to the original teleport's position. The teleport's would be working two-way so if the user go to one it will port it to the second, and if he goes to the second, then it will be ported to the first.
Here is my code:
public class TeleportScript : MonoBehaviour {
public GameObject otherTeleport;
private Collider otherTeleportColl;
public bool isNeedToTeleport;
private TeleportScript otherTeleportScript;
private GameObject player;
private Bounce bounceScript;
// Use this for initialization
void Start () {
isNeedToTeleport = true;
otherTeleportColl = otherTeleport.GetComponent<Collider>();
otherTeleportScript = otherTeleport.GetComponent<TeleportScript>();
player = GameObject.Find("Player");
bounceScript = player.GetComponent<Bounce>();
}
// Update is called once per frame
void Update () {
}
void OnTriggerEnter(Collider collider) {
if (isNeedToTeleport == true) {
if (collider.tag == "Enemy") {
otherTeleportScript.setNeedToTeleport(false);
collider.transform.position = otherTeleport.transform.position;
}
if (collider.tag == "Player") {
otherTeleportScript.setNeedToTeleport(false);
bounceScript.player.transform.position = otherTeleport.transform.position;
collider.transform.position = otherTeleport.transform.position;
bounceScript.playerTransform.position = otherTeleport.transform.position;
}
}
}
void OnTriggerExit(Collider collider) {
Debug.Log ("TELEPORTED OUT");
setNeedToTeleport(true);
otherTeleportScript.setNeedToTeleport(true);
}
public void setNeedToTeleport(bool value) {
if (value == true) {
isNeedToTeleport = true;
}
else {
isNeedToTeleport = false;
}
}
}
Any help would be appreciated!
I did some changes to your code, can't test it because I don't have access to unity right now, let me know if it works...
public class TeleportScript : MonoBehaviour {
public GameObject otherTeleport;
private Collider otherTeleportColl;
public bool isNeedToTeleport;
private TeleportScript otherTeleportScript;
private GameObject player;
private Bounce bounceScript;
// Use this for initialization
void Start () {
isNeedToTeleport = true;
otherTeleportColl = otherTeleport.GetComponent<Collider>();
otherTeleportScript = otherTeleport.GetComponent<TeleportScript>();
player = GameObject.Find("Player");
bounceScript = player.GetComponent<Bounce>();
}
// Update is called once per frame
void Update () {
}
void OnTriggerEnter(Collider collider) {
if(collider.tag == "Player" && isNeedToTeleport)
{
otherTeleportScript.setNeedToTeleport(false);
collider.transform.position = otherTeleport.transform.position;
bounceScript.player.transform.position = otherTeleport.transform.position; //not sure what is this for....
}
}
void OnTriggerExit(Collider collider) {
Debug.Log ("TELEPORTED OUT");
setNeedToTeleport(true);
otherTeleportScript.setNeedToTeleport(true);
}
public void setNeedToTeleport(bool value) {
if (value == true)
isNeedToTeleport = true;
else
isNeedToTeleport = false;
}
}
Your character teleports to the other place
after that you move the collider over there aswell, notice that the collider's object of other script of teleportation has been initialized with the isNeedToTeleport = true;
The character now also bounces there, hits the collider of the other object, it checks that isNeedToTelport is in fact true in this other script and it goes into the same If condition and teleports back!
Take this line:
otherTeleportScript.setNeedToTeleport(true);
out of your OnTriggerExit, or set it to false. Actually setting it to false might be better. You want to tell the other script that someone is incoming and it shouldn't immediately teleport them back.
As an aside, you should change your setNeedToTeleport function to this:
public void setNeedToTeleport(bool value) {
isNeedToTeleport = value;
}
Those ifs are redundant.