So I have a 2d gameObject that behaves likes a spike trap that springs out of the ground when the character collides on the trigger. I use AddForce to the rigidbody 2D of the gameObject to manipulates its speed when coming out of the ground and I want it to just sticking out of the ground. How can I stop it when it reaches a certain tranform Y value.
Here is my code:
public float speed;
Rigidbody2D rb;
void Start () {
rb = GetComponent<Rigidbody2D>();
}
void Update () {
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.tag == "Player")
{
rb.AddForce(new Vector2(0, speed * Time.time), ForceMode2D.Impulse);
}
}
Certain transform value, or certain transform.position value?
I'll do it like this:
private float threshold = 10f;
private float startPosition = 0;
private RigidBody2D pikeRigidbody;:
private void Start()
{
startPosition = = this.transform.position;
pikeRigidbody = this.GetComponent<RigidBody2D>();
}
private void Update(){
if(this.transform.position.y >= (startPosition.y + threshold))
{
pikeRigidbody.velocity = Vector3.zero;
}
}
And attach the script to the pike object.
Edited to position.y instead of position
Related
I'm working on unity and am trying to give my player character a jump button however when he jump he teleport up not jumping
private float speed = 10f;
private bool canjump = false;
private Rigidbody rb;
private float jump =100f;
private float movementX;
private float movementy;
public bool isJumping;
private float jumpdecay =20f;
public float fallmultipler = 2.5f;
public float lowjumpmultiplier = 2f;
void Start()
{
rb = GetComponent<Rigidbody>();
}
private void OnMove(InputValue movementValue)
{
Vector2 movementVector = movementValue.Get();
movementX = movementVector.x;
}
private void Update()
{
Vector3 movement = new Vector2(movementX, 0);
rb.velocity = movement * speed;
if (Input.GetKeyDown(KeyCode.Space))
{
canjump = true;
}
}
void OnTriggerEnter(Collider collision)
{
if(collision.gameObject.tag == "ground")
{
isJumping = false;
}
}
void OnTriggerExit(Collider collision)
{
isJumping = true;
}
private void FixedUpdate()
{
if (canjump & isJumping == false)
{
rb.velocity = Vector3.up * jump;
canjump = false;
}
}
It's happen because on Update you change your velocity including the y and then every frame your y axis of the velocity vector become 0.
to fix that you should save your y and replace after modify your velocity.
change inside your code in the update method this:
Vector3 movement = new Vector2(movementX, 0);
rb.velocity = movement * speed;
with this:
Vector3 movement = new Vector2(movementX, 0);
float currentVelocity = rb.velocity.y;
rb.velocity = movement * speed;
rb.velocity = new Vector3(rb.velocity.x, currentVelocity, rb.velocity.z);
if it's help you, please mark this answer as the good answer, if not please let me know and I will help you.
You are reseting the y velocity inside of update
Vector3 movement = new Vector2(movementX, 0);
rb.velocity = movement * speed;
Try someting like
rb.velocity = new Vector2(movementX * speed, rb.velocity.y)
rb.velocity.y returns current y velocity, because of that said velocity remains unchanged, allowing for the jump to work normally
I am trying to make a first-person game in Unity but I keep having issues with my character controller. The player keeps rotating when it collides with objects that have physics (Or rigidbody)
It doesn't rotate when it collides with objects that don't have physics.
It's not my mouse because my MouseX and Y Values aren't changing.
Here is the code for the Player
using System.Collections.Generic;
using UnityEngine;
using Unity.Netcode;
public class PlayerControllerRB : MonoBehaviour
{
public float speed = 10f;
public float jumpHeight = 4.65f;
[SerializeField] private Rigidbody rb;
private PlayerInput playerInput;
private PlayerInput.OnFootActions onFoot;
[SerializeField] private Camera cam;
public float xSensitivity = 8f;
public float ySensitivity = 8f;
private float xRotation;
private float yMovement;
private float hMovement;
[SerializeField] private Transform Feet;
[SerializeField] public LayerMask Ground;
private void Awake()
{
rb = GetComponent<Rigidbody>();
playerInput = new PlayerInput();
onFoot = playerInput.onFoot;
onFoot.Jump.performed += ctx => Jump();
}
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
#region
private void OnEnable()
{
playerInput.Enable();
onFoot.Enable();
}
private void OnDisable()
{
playerInput.Disable();
onFoot.Disable();
}
#endregion
private void FixedUpdate()
{
ProcessMove(onFoot.Movement.ReadValue<Vector2>());
}
private void Update()
{
ProcessLook(onFoot.Look.ReadValue<Vector2>());
}
void ProcessMove(Vector2 input)
{
Vector3 MoveDirection = Vector3.zero;
hMovement = input.x;
yMovement = input.y;
MoveDirection = transform.forward * yMovement + transform.right * hMovement;
//MoveDirection.y = rb.velocity.y;
Debug.Log(MoveDirection * speed);
rb.AddForce(MoveDirection * speed, ForceMode.Acceleration);
}
void Jump()
{
Ray ray = new Ray(Feet.position, Vector3.down);
RaycastHit info;
if(Physics.Raycast(ray, out info, 0.3f, Ground))
{
rb.AddForce(Vector3.up * jumpHeight, ForceMode.Impulse);
}
}
void ProcessLook(Vector2 input)
{
float MouseY = input.y;
float MouseX = input.x;
xRotation -= (MouseY * Time.deltaTime) * ySensitivity;
xRotation = Mathf.Clamp(xRotation, -80f, 80f);
cam.transform.localRotation = Quaternion.Euler(xRotation, 0, 0);
transform.Rotate(Vector3.up * (MouseX * Time.deltaTime) * xSensitivity);
}
}
I tried freezing the y rotation but then I get a jittry camera.
Can anyone help me? It would also be nice if you had any recommendations to improve the controller.
Please comment if you need any more information. Sorry if the post is junk, I'm new to Stackoverflow
Well, you said It doesn't rotate when it collides with objects that don't have physics. In order to use the colliders one of them has to have a rigibody component. So if that's the case maybe is the script that is inside the oncollisionenter causing the problems. But I don't see any oncollisionenter script here
I don't want my player to jump in the air but I can't seem to find anything out.
This is what I have. They can jump, but they can jump forever and that's a problem.
using UnityEngine;
using System.Collections;
public class PlayerController : MonoBehaviour {
public float speed = 5f;
public float jumpSpeed = 8f;
private float movement = 0f;
public bool alive;
private Rigidbody2D rigidBody;
// Use this for initialization
void Start () {
rigidBody = GetComponent<Rigidbody2D> ();
// Use this for initialization
}
// Update is called once per frame
void Update () {
movement = Input.GetAxis ("Horizontal");
if (movement > 0f) {
rigidBody.velocity = new Vector2 (movement * speed, rigidBody.velocity.y);
}
else if (movement < 0f) {
rigidBody.velocity = new Vector2 (movement * speed, rigidBody.velocity.y);
}
else {
rigidBody.velocity = new Vector2 (0,rigidBody.velocity.y);
}
if(Input.GetButtonDown ("Jump")){
rigidBody.velocity = new Vector2(rigidBody.velocity.x,jumpSpeed);
}
}
}
An simple option is to maintain a boolean such as _inAir that gets set to true when the player first jumps, and to false when their RigidBody2D collides with the ground (see, e.g., OnCollisionEnter2D).
Then, the check if(Input.GetButtonDown ("Jump")){ becomes
if (!_inAir && Input.GetButtonDown("Jump")) {
I'm kind of new in the 2D environment of Unity.
I'm trying to create a platformer. For now, I have a simple map and my player.
My simple map and my player
My player have one script attached :
public class Player : MonoBehaviour
{
public float speed;
public float jump;
public GameObject raycastPoint; // Positioned at 0.01 pixel below the player
private SpriteRenderer spriteRenderer;
private Rigidbody2D body; // Gravity Scale of the Rigidbody2D = 50
private Animator animator;
private void Start()
{
spriteRenderer = GetComponent<SpriteRenderer>();
body = GetComponent<Rigidbody2D>();
animator = GetComponent<Animator>();
}
private void Update()
{
float horizontal = Input.GetAxisRaw("Horizontal");
if (horizontal == 1 && spriteRenderer.flipX)
{
spriteRenderer.flipX = false;
}
else if (horizontal == -1 && !spriteRenderer.flipX)
{
spriteRenderer.flipX = true;
}
body.velocity = new Vector2(horizontal * speed, body.velocity.y);
animator.SetFloat("Speed", Mathf.Abs(horizontal));
float vertical = Input.GetAxisRaw("Vertical");
if (vertical == 1)
{
RaycastHit2D hit = Physics2D.Raycast(raycastPoint.transform.position, Vector2.down, 0.01f);
if (hit.collider != null)
{
body.AddForce(new Vector2(0f, jump));
}
}
}
}
For now I have achieved the right and left movements.
For the jump, I have a child gameobject just under the player and I'm firing a raycast to the bottom so I can know if my player is grounded or not.
I have two problems.
PROBLEM NUMBER ONE.
Sometimes I feel like my "AddForce" line is executed multiple times my player is jumping really high
Problem number one image
PROBLEM NUMBER TWO.
When I'm jumping to the left or right wall, if I keep pressing the left or right key my player is not falling anymore and stay against the wall.
Problem number two image
I tried to put my code into the FixedUpdate method (I know it's better) but I had the same results.
And I tried to set the Collision Detection on Continuous but I had the same results.
Try this code for your first problem :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(BoxCollider2D))]
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(Animator))]
public class Player_Controller : MonoBehaviour {
private Rigidbody2D body;
private bool canJump, facingRight;
private Animator anim;
[SerializeField]
private float moveSpeed, jumpForce;
void Start ()
{
SetStartValues();
}
void FixedUpdate ()
{
float horizontal = Input.GetAxis("Horizontal");
animator.SetFloat("Speed", Mathf.Abs(horizontal));
Flip(horizontal);
Move(horizontal);
Jump();
}
private void SetStartValues()
{
body = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
canJump = true;
facingRight = true;
}
private void Jump()
{
if (Input.GetKeyDown(KeyCode.Space) && canJump)
{
body.AddForce(new Vector2(0, jumpForce));
canJump = false;
}
}
private void Move(float x)
{
body.velocity = new Vector2(x * moveSpeed * Time.deltaTime, body.velocity.y);
}
private void Flip(float x)
{
if (x > 0 && !facingRight|| x < 0 && facingRight)
{
facingRight = !facingRight;
transform.localScale = new Vector2(transform.localScale.x * -1, transform.localScale.y) ;
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.tag == "Ground")
{
canJump = true;
}
}
}
And don't forget to put the "Ground" tag on your ground object.
I have an object tagged "Bouncy object" that pushes my player on collision; it works but after collision, my player is like being dragged back to the object tagged "Bouncy object", then does the same thing again like a cycle. The code I used is:
void OnTriggerEnter2D(Collider2D other)
{
if (other.tag == "Bouncy object")
GetComponent<Rigidbody2D>().AddForce(transform.right * 38, ForceMode2D.Impulse);
}
I then set the drag on the player's Rigidbody to: 1.49. How would I stop this from happening? What I want is for the object tagged "Bouncy object" to push my player on collision (trigger) then freeze Rigidbody2D for like 2 seconds, then allows me to control my player.
Here is the code you want. I tested just now.
If Cube collide with Block, it bounce to back 0.1 sec and freeze 1 sec.
The key is '-GetComponent ().velocity'.
Here is the screenshot of editor.
public class PlayerController : MonoBehaviour {
public float force = 10f;
float speed = 5f;
float freezeTime = 1f;
bool isCollide = false;
void FixedUpdate ()
{
float dirX = Input.GetAxis ("Horizontal");
float dirY = Input.GetAxis ("Vertical");
Vector3 movement = new Vector2 (dirX, dirY);
if(isCollide==false)
GetComponent<Rigidbody2D> ().velocity = movement * speed;
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.tag == "Boundary") {
isCollide = true;
GetComponent<Rigidbody2D> ().AddForce (-GetComponent<Rigidbody2D> ().velocity * force, ForceMode2D.Impulse);
Invoke("StartFreeze", 0.1f);
}
}
void StartFreeze()
{
GetComponent<Rigidbody2D> ().constraints = RigidbodyConstraints2D.FreezeAll;
Invoke("ExitFreeze", freezeTime);
}
void ExitFreeze()
{
GetComponent<Rigidbody2D> ().constraints = RigidbodyConstraints2D.None;
isCollide = false;
}
}