I've written the following code making the gun move to the guy's shoulder position when he stops shooting and it does work...BUT ONLY ONCE. After that, it starts not to meet the target even though it's coordinates remain the same. I've tried it with Lerp, SmoothDamp, MoveTowards...still don't get where the problem lies.
P.S. The gun moves to the shoulder when shooting perfectly, it starts happening when the character stops shooting and tries to go back to the Idle pose.
EDIT: Turns out there's also something wrong with rotation...or maybe it's just rotation. I don't even know at this point.
THE VIDEO of what's going on: https://youtu.be/CheQiomYtm8
THE CODE:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnitControl;
public class BlastIKController : MonoBehaviour
{
public WeaponState wpState;
public GameObject weapon;
public GameObject RightShoulder;
public GameObject HumanSpine;
public GameObject WeaponSpawn;
public LayerMask lmask;
public BlastIKHandler ikHandle;
public Material targetMat;
public Material defMat;
public GameObject target;
public GameObject WeaponIdle;
public bool isShooting = false;
//public bool InIdle = true;
LineRenderer ShootLine;
public GameObject WeaponInstance;
Animator anim;
public float speedMove;
public float speedRot;
// Use this for initialization
void Awake()
{
GameObject weaponInst = Instantiate(weapon, WeaponSpawn.transform);
WeaponInstance = weaponInst;
WeaponInstance.transform.localPosition = new Vector3(0, 0, 0);
wpState = weaponInst.GetComponent<WeaponState>();
ikHandle = this.GetComponent<BlastIKHandler>();
ShootLine = this.GetComponent<LineRenderer>();
anim = this.GetComponent<Animator>();
ikHandle.RightShoulder = RightShoulder;
ikHandle.leftHandTarget = wpState.leftHandIdle.transform;
ikHandle.rightHandTarget = wpState.rightHandTarget.transform;
//Позиция оружия
wpState.shoulder.transform.position = ikHandle.WeaponIdlePos.position;
wpState.shoulder.transform.rotation = ikHandle.WeaponIdlePos.rotation;
}
// Update is called once per frame
void Update()
{
RaycastHit hit;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
#region SearchTarget
if (Physics.Raycast(ray, out hit, Mathf.Infinity, lmask))
{
if (hit.collider.gameObject.tag == "Target")
{
ShootLine.positionCount = 2;
ShootLine.SetPosition(0, HumanSpine.transform.position);
ShootLine.SetPosition(1, hit.collider.gameObject.transform.position);
if (Input.GetMouseButton(0))
{
if (target == null)
{
target = hit.collider.gameObject;
MeshRenderer ms = hit.collider.gameObject.GetComponent<MeshRenderer>();
ms.material = targetMat;
ikHandle.targetPos = hit.collider.gameObject;
}
else
{
MeshRenderer ms = target.GetComponent<MeshRenderer>();
ms.material = defMat;
target = hit.collider.gameObject;
ms = target.GetComponent<MeshRenderer>();
ms.material = targetMat;
ikHandle.targetPos = hit.collider.gameObject;
}
}
}
}
#endregion
#region Shooting
Shooting();
if (isShooting)
{
if (target != null)
{
bool isShoot = anim.GetBool("Shoot");
if (!isShoot)
{
StartCoroutine(MoveToShoot(RightShoulder.transform.position));
ikHandle.leftHandTarget = wpState.leftHandTarget.transform;
anim.SetBool("Shoot", true);
//InIdle = false;
}
}
}
else
{
// float stepMove = speedMove * Time.deltaTime;
// wpState.shoulder.transform.position = Vector3.Lerp(wpState.shoulder.transform.position, ikHandle.WeaponIdlePos.position, stepMove);
// //if (!InIdle)
// //{
// // StartCoroutine(MoveToIdle(ikHandle.WeaponIdlePos.position));
//// }
// //InIdle = true;
// //float stepMove = speedMove * Time.deltaTime;
// //while (wpState.shoulder.transform.position != ikHandle.WeaponIdlePos.position)
// //{
// // wpState.shoulder.transform.position = Vector3.Lerp(wpState.shoulder.transform.position, ikHandle.WeaponIdlePos.position, stepMove);
// //}
// ////wpState.shoulder.transform.position = ikHandle.WeaponIdlePos.position;
// ////wpState.shoulder.transform.position = Vector3.MoveTowards(wpState.shoulder.transform.position, ikHandle.WeaponIdlePos.position, stepMove);
// float stepRot = speedRot * Time.deltaTime;
// //while (wpState.shoulder.transform.rotation != ikHandle.WeaponIdlePos.rotation)
// //{
// wpState.shoulder.transform.rotation = Quaternion.Slerp(wpState.shoulder.transform.rotation, ikHandle.WeaponIdlePos.rotation, stepRot);
// //}
// ////wpState.shoulder.transform.rotation = ikHandle.WeaponIdlePos.rotation;
// ikHandle.leftHandTarget = wpState.leftHandIdle.transform;
// anim.SetBool("Shoot", false);
}
#endregion
}
void LateUpdate()
{
if (!isShooting)
{
float stepMove = speedMove * Time.deltaTime;
stepMove += Time.deltaTime / speedMove;
Vector3 velocity = Vector3.zero;
//.shoulder.transform.position = Vector3.Lerp(wpState.shoulder.transform.position, ikHandle.WeaponIdlePos.position, stepMove);
wpState.shoulder.transform.position = Vector3.MoveTowards(wpState.shoulder.transform.position, ikHandle.WeaponIdlePos.position, stepMove);
//wpState.shoulder.transform.position = Vector3.SmoothDamp(wpState.shoulder.transform.position, ikHandle.WeaponIdlePos.position, ref velocity, stepMove);
// wpState.shoulder.transform.position = Vector3.SmoothDamp()
float stepRot = speedRot * Time.deltaTime;
wpState.shoulder.transform.rotation = Quaternion.Slerp(wpState.shoulder.transform.rotation, ikHandle.WeaponIdlePos.rotation, stepRot);
ikHandle.leftHandTarget = wpState.leftHandIdle.transform;
anim.SetBool("Shoot", false);
}
}
void Shooting()
{
if (Input.GetKeyDown(KeyCode.S))
{
isShooting = !isShooting;
}
}
IEnumerator MoveToShoot(Vector3 WPposition)
{
float step = speedMove * Time.deltaTime;
while (wpState.shoulder.transform.position != WPposition)
{
wpState.shoulder.transform.position = Vector3.Lerp(wpState.shoulder.transform.position, WPposition, step);
Vector3 relativeWeaponPos = ikHandle.targetPos.transform.position - wpState.shoulder.transform.position;
Quaternion WeaponRotation = Quaternion.LookRotation(relativeWeaponPos);
wpState.shoulder.transform.rotation = Quaternion.Slerp(wpState.shoulder.transform.rotation, WeaponRotation, step);
yield return null;
}
}
IEnumerator MoveToIdle(Vector3 WPposition)
{
float stepMove = speedMove * Time.deltaTime;
float stepRot = speedRot * Time.deltaTime;
while (wpState.shoulder.transform.position != WPposition)
{
wpState.shoulder.transform.position = Vector3.Lerp(wpState.shoulder.transform.position, WPposition, stepMove);
wpState.shoulder.transform.rotation = Quaternion.Slerp(wpState.shoulder.transform.rotation, ikHandle.WeaponIdlePos.transform.rotation, stepRot);
yield return null;
}
wpState.shoulder.transform.position = Vector3.Lerp(wpState.shoulder.transform.position, ikHandle.WeaponIdlePos.position, stepMove);
}
}
So, it was the following. It turns out that the coroutines got mixed up in Update and they worked at the same time.
So...I removed all coroutines from the code and then moved and rotated using Lerp and sLerp in the update.
There's one thing though, I also had to add a check for both bositions to meet, and after that it starts shooting and only then.
P.S. I can add the code I changed later if you like.
Related
I'm trying to pick up objects in unity. I have a gameObject called LookObject. Whenever the camera points to an object, the name of that object will be stored in LookObject, then when I press Space the object gets picked up. it is working but not completely. The issue I'm facing is that when I look at an object then look at another direction, the lookObject still shows the name of the object I was looking at (it doesn't update).
please see this image:
as shown in the image, the reticle is not pointing to the object. but it is still showing Cube as the Look Object.
Here is PlayerInteractions class:
GameObject[] targetObjects;
List<GameObject> targetObjectsList;
[Header("InteractableInfo")]
public float sphereCastRadius = 0.5f;
public int interactableLayerIndex;
private Vector3 raycastPos;
public GameObject lookObject;
private PhysicsObjects physicsObject;
private Camera mainCamera;
public GameObject winUI;
private InteractiveObjects interactiveObjects;
[Header("Pickup")]
[SerializeField] private Transform pickupParent;
public GameObject currentlyPickedUpObject;
private Rigidbody pickupRB;
[Header("ObjectFollow")]
[SerializeField] private float minSpeed = 0;
[SerializeField] private float maxSpeed = 300f;
[SerializeField] private float maxDistance = 8f;
private float currentSpeed = 0f;
private float currentDist = 0f;
[Header("Rotation")]
public float rotationSpeed = 100f;
// Quaternion lookRot;
[SerializeField] GameObject TargetsCanvas;
static bool strikeThrough = false;
private void Start()
{
mainCamera = Camera.main;
targetObjects = GameObject.FindGameObjectsWithTag("TargetObj");
targetObjectsList = new List<GameObject>();
foreach (var obj in targetObjects)
{
var mytext = CreateText(TargetsCanvas.transform);
mytext.text = "• Find The " + obj.name;
Debug.Log(""+ obj.name);
}
}
//A simple visualization of the point we're following in the scene view
private void OnDrawGizmos()
{
Gizmos.color = Color.yellow;
Gizmos.DrawSphere(pickupParent.position, 0.5f);
}
void Update()
{
//Here we check if we're currently looking at an interactable object
raycastPos = mainCamera.ScreenToWorldPoint(new Vector3(Screen.width / 2, Screen.height / 2, 0));
RaycastHit hit;
if (Physics.SphereCast(raycastPos, sphereCastRadius, mainCamera.transform.forward, out hit, maxDistance, 1 << interactableLayerIndex))
{
lookObject = hit.collider.transform.gameObject;
}
//if we press the button of choice
if (Input.GetKeyDown(KeyCode.Space))
{
//and we're not holding anything
if (currentlyPickedUpObject == null)
{
//and we are looking an interactable object
if (lookObject != null )
{
PickUpObject();
if (!targetObjectsList.Contains(lookObject.gameObject))
{
targetObjectsList.Add(lookObject.gameObject);
if (targetObjectsList.Count == targetObjects.Length)
{
// Time.timeScale = 0f;
// winUI.SetActive(true);
// SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
// Time.timeScale = 1f;
}
}
}
}
//if we press the pickup button and have something, we drop it
else
{
BreakConnection();
}
}
}
private void FixedUpdate()
{
if (currentlyPickedUpObject != null)
{
currentDist = Vector3.Distance(pickupParent.position, pickupRB.position);
currentSpeed = Mathf.SmoothStep(minSpeed, maxSpeed, currentDist / maxDistance);
currentSpeed *= Time.fixedDeltaTime;
Vector3 direction = pickupParent.position - pickupRB.position;
pickupRB.velocity = direction.normalized * currentSpeed;
//Rotation//
// lookRot = Quaternion.LookRotation(mainCamera.transform.position - pickupRB.position);
// lookRot = Quaternion.Slerp(mainCamera.transform.rotation, lookRot, rotationSpeed * Time.fixedDeltaTime);
// pickupRB.MoveRotation(lookRot);
}
}
//Release the object
public void BreakConnection()
{
pickupRB.constraints = RigidbodyConstraints.None;
currentlyPickedUpObject = null;
lookObject = null;
physicsObject.pickedUp = false;
currentDist = 0;
}
public void PickUpObject()
{
physicsObject = lookObject.GetComponentInChildren<PhysicsObjects>();
currentlyPickedUpObject = lookObject;
pickupRB = currentlyPickedUpObject.GetComponent<Rigidbody>();
pickupRB.constraints = RigidbodyConstraints.FreezeRotation;
physicsObject.playerInteractions = this;
}
Here is the code attached to objects:
public float waitOnPickup = 0.2f;
public float breakForce = 35f;
[HideInInspector] public bool pickedUp = false;
[HideInInspector] public PlayerInteractions playerInteractions;
private void OnCollisionEnter(Collision collision)
{
if (pickedUp)
{
if (collision.relativeVelocity.magnitude > breakForce)
{
playerInteractions.BreakConnection();
}
}
}
//this is used to prevent the connection from breaking when you just picked up the object as it sometimes fires a collision with the ground or whatever it is touching
public IEnumerator PickUp()
{
yield return new WaitForSecondsRealtime(waitOnPickup);
pickedUp = true;
}
Here is an image of the object inspector:
how can I make it accurately showing the objects I'm looking at?
A simple fix for this would be to set lookObject to null if the SphereCast returns false since that would indicate you are no longer looking at a valid object. Simply adding else lookObject = null; to the end of the first if statement in your Update() method should do the trick.
What Whip should look like
I'm trying to create a whip that can extend in any direction the mouse is facing after pressing a certain button. If there are "grabbable" objects in the way such as an enemy or box, it should latch onto those objects and pull them around to collide with other objects for a certain amount of time.
I know that I need the different sprite shots of the whip extending and latching for animation, but I have no idea how to implement this in code and how to get the whip to stop short if it detects a "grabbable" object.
Attach this script to your player, this should get the job done:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
public Transform player = null;
public float speed = 30f;
public string grabbableTag = "grabbable";
private LineRenderer line = null;
private float timer = 0f;
private bool grabbing = false;
private bool reached = false;
private Vector2 from = Vector2.zero;
private Vector2 to = Vector2.zero;
private Vector2 target = Vector2.zero;
private Transform grabbable = null;
private void Start()
{
player = transform;
line = new GameObject("Line").AddComponent<LineRenderer>();
line.startColor = Color.red;
line.endColor = Color.red;
// Assign a material
line.gameObject.SetActive(false);
reached = false;
grabbing = false;
}
private void Update()
{
if(grabbing)
{
Grabbing();
}
else
{
if (Input.GetMouseButtonDown(0))
{
Grab();
}
}
}
private void Grab()
{
Vector3 mousePosition = Input.mousePosition;
mousePosition.z = Vector3.Distance(player.position, Camera.main.transform.position);
to = Camera.main.ScreenToWorldPoint(mousePosition);
from = player.position;
Vector2 direction = (to - from).normalized;
float distance = Vector2.Distance(from, to);
RaycastHit2D[] hits = Physics2D.RaycastAll(from, direction, distance);
grabbable = null;
for (int i = 0; i < hits.Length; i++)
{
if (hits[i].transform.tag == grabbableTag)
{
grabbable = hits[i].transform;
break;
}
}
if (grabbable != null)
{
distance = Vector2.Distance(player.position, grabbable.position);
to = from + direction * distance;
}
grabbing = true;
reached = false;
target = from;
timer = 0;
line.gameObject.SetActive(true);
line.positionCount = 2;
line.SetPosition(0, from);
line.SetPosition(1, from);
}
private void Grabbing()
{
if (reached)
{
target = Vector2.Lerp(target, from, speed * Time.deltaTime);
if (target == from)
{
GrabDone(grabbable);
grabbing = false;
line.gameObject.SetActive(false);
}
}
else
{
target = Vector2.Lerp(target, to, speed * Time.deltaTime);
if(target == to)
{
reached = true;
}
}
line.SetPosition(1, target);
if (reached && grabbable != null)
{
grabbable.position = target;
}
}
private void GrabDone(Transform grabbed)
{
if(grabbed != null)
{
// Do somthing ...
Destroy(grabbed.gameObject);
}
}
}
I know the title might be misleading after you see what is the problem, but I really don't know how to name this issue.
The first picture shows the problem.
The white line shows the distance between the player and the gameobject called hook. The blue sprite sphere close to the hook is the SpringJoint2D.connectedBody.
They both (the white line and the blue sprite) are working with the same value: hook.transform.position.
Here is the code snippets which I believe are causing problems or at least reveal the most:
SpringJoint2D snippet:
if (Input.GetMouseButtonDown(0))
{
hook = FindClosestObject(radius, "Hook");
if(hook != null)
{
joint.enabled = true;
joint.connectedBody = hook;
joint.connectedAnchor = hook.transform.position;
Debug.Log("Click.");
Debug.Log(hook);
}
}
if (Input.GetMouseButtonUp(0))
{
joint.enabled = false;
joint.connectedBody = null;
}
Debug.DrawLine snippet:
if (hook != null)
{
joint.distance = Vector3.Distance(hook.transform.position, transform.position) / 2;
Debug.DrawLine(transform.position, hook.transform.position);
}
And here is the whole code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerScript : MonoBehaviour
{
public float radius;
private SpringJoint2D joint;
private Rigidbody2D hook = new Rigidbody2D();
// Start is called before the first frame update
void Start()
{
joint = GetComponent<SpringJoint2D>();
}
// Update is called once per frame
void Update()
{
//touch.phase == TouchPhase.Began
if (Input.GetMouseButtonDown(0))
{
hook = FindClosestObject(radius, "Hook");
if(hook != null)
{
joint.enabled = true;
joint.connectedBody = hook;
joint.connectedAnchor = hook.transform.position;
Debug.Log("Click.");
Debug.Log(hook);
}
}
if (Input.GetMouseButtonUp(0))
{
joint.enabled = false;
joint.connectedBody = null;
}
//foreach (Touch touch in Input.touches)
//{
//}
if (hook != null)
{
joint.distance = Vector3.Distance(hook.transform.position, transform.position) / 2;
Debug.DrawLine(transform.position, hook.transform.position);
}
}
private void OnDrawGizmos()
{
Gizmos.color = Color.green;
Gizmos.DrawWireSphere(transform.position, radius);
if (hook != null)
Gizmos.DrawLine(transform.position, hook.transform.position);
}
public Rigidbody2D FindClosestObject(float radius, string tag)
{
GameObject[] gos;
gos = GameObject.FindGameObjectsWithTag(tag);
Rigidbody2D closest = null;
float distance = radius;
Vector3 position = transform.position;
foreach (GameObject go in gos)
{
Vector3 diff = go.transform.position - position;
float curDistance = diff.sqrMagnitude;
if (curDistance < distance)
{
closest = go.GetComponent<Rigidbody2D>();
distance = curDistance;
}
}
return closest;
}
}
Ah, I was just stupid.
There is no need to assign the connectedAnchor if you also asign the connectedRigidbody2D
The connectedAnchor is the offset from the connectedRigidbody2D's position...
I'm working on a script for my camera to make objects between itself and the character transparent.
I managed to make it work with RayCast however I don't know how to restablish objects alpha value after they escape the ray.
This is my current code:
private void XRay() {
float characterDistance = Vector3.Distance(transform.position, GameObject.Find("Character").transform.position);
Vector3 fwd = transform.TransformDirection(Vector3.forward);
RaycastHit hit;
if (Physics.Raycast(transform.position, fwd, out hit, characterDistance)) {
// Add transparence
Color color = hit.transform.gameObject.renderer.material.color;
color.a = 0.5f;
hit.transform.gameObject.renderer.material.SetColor("_Color", color);
}
}
This is my final code. Note it only makes transparent one object at a time, but the same implementation can easily be done with RaycastAll and using an array for oldHits.
public class Camara : MonoBehaviour {
RaycastHit oldHit;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void FixedUpdate() {
XRay ();
}
// Hacer a los objetos que interfieran con la vision transparentes
private void XRay() {
float characterDistance = Vector3.Distance(transform.position, GameObject.Find("Character").transform.position);
Vector3 fwd = transform.TransformDirection(Vector3.forward);
RaycastHit hit;
if (Physics.Raycast(transform.position, fwd, out hit, characterDistance)) {
if(oldHit.transform) {
// Add transparence
Color colorA = oldHit.transform.gameObject.renderer.material.color;
colorA.a = 1f;
oldHit.transform.gameObject.renderer.material.SetColor("_Color", colorA);
}
// Add transparence
Color colorB = hit.transform.gameObject.renderer.material.color;
colorB.a = 0.5f;
hit.transform.gameObject.renderer.material.SetColor("_Color", colorB);
// Save hit
oldHit = hit;
}
}
}
I did attach this script to my simple camera following the player. It might help you.
It can actually manage more than one obstructing the view and also you see I pass it a mask which I target with its name instead of checking for the collider name tag. Have fun.
using UnityEngine;
public class followPlayer : MonoBehaviour
{
public Transform player;
public Vector3 offset;
public Transform[] obstructions;
private int oldHitsNumber;
void Start()
{
oldHitsNumber = 0;
}
private void LateUpdate()
{
viewObstructed();
}
void Update()
{
transform.position = player.TransformPoint(offset);
transform.LookAt(player);
}
void viewObstructed()
{
float characterDistance = Vector3.Distance(transform.position, player.transform.position);
int layerNumber = LayerMask.NameToLayer("Walls");
int layerMask = 1 << layerNumber;
RaycastHit[] hits = Physics.RaycastAll(transform.position, player.position - transform.position, characterDistance, layerMask);
if (hits.Length > 0)
{ // Means that some stuff is blocking the view
int newHits = hits.Length - oldHitsNumber;
if (obstructions != null && obstructions.Length > 0 && newHits < 0)
{
// Repaint all the previous obstructions. Because some of the stuff might be not blocking anymore
for (int i = 0; i < obstructions.Length; i++)
{
obstructions[i].gameObject.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
}
}
obstructions = new Transform[hits.Length];
// Hide the current obstructions
for (int i = 0; i < hits.Length; i++)
{
Transform obstruction = hits[i].transform;
obstruction.gameObject.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly;
obstructions[i] = obstruction;
}
oldHitsNumber = hits.Length;
}
else
{ // Mean that no more stuff is blocking the view and sometimes all the stuff is not blocking as the same time
if (obstructions != null && obstructions.Length > 0)
{
for (int i = 0; i < obstructions.Length; i++)
{
obstructions[i].gameObject.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
}
oldHitsNumber = 0;
obstructions = null;
}
}
}
}
I have a player who can carry objects with its gun in a "2.5D Platform Shooter" game but the problem I'm experiencing at the moment is that every time I make the player hold the object(it has a rigid body) and pressed against the wall, the object goes through the wall. Please help unity fans.
This the code I'm using below to carry the object.
#pragma strict
var catchRange = 30.0;
var holdDistance = 4.0;
var minForce = 1000;
var maxForce = 10000;
var forceChargePerSec = 3000;
var layerMask : LayerMask = -1;
#HideInInspector
var anim : Animator;
enum GravityGunState { Free, Catch, Occupied, Charge, Release};
private var gravityGunState : GravityGunState = 0;
private var rigid : Rigidbody = null;
private var currentForce = minForce;
function FixedUpdate()
{
if(gravityGunState == GravityGunState.Free)
{
if(Input.GetButton("Fire1"))
{ anim.SetBool("Shoot", true);
var hit : RaycastHit;
if(Physics.Raycast(transform.position, transform.forward, hit, catchRange, layerMask))
{
if(hit.rigidbody)
{
rigid = hit.rigidbody;
gravityGunState = GravityGunState.Catch;
}
}
}else if(!hit.rigidbody){anim.SetBool("Shoot", false);}
}
else if(gravityGunState == GravityGunState.Catch)
{
rigid.useGravity = false;
rigid.MovePosition(transform.position + transform.forward * holdDistance);
if(!Input.GetButton("Fire1"))
gravityGunState = GravityGunState.Occupied;
}
else if(gravityGunState == GravityGunState.Occupied)
{
if(Physics.Raycast(transform.position, transform.forward, hit, catchRange, layerMask)){
Debug.DrawLine (transform.position, hit.point, Color.red);
}
rigid.MovePosition(transform.position + transform.forward * holdDistance);
if(Input.GetButton("Fire1"))
gravityGunState = GravityGunState.Charge;
}
else if(gravityGunState == GravityGunState.Charge)
{
rigid.MovePosition(transform.position + transform.forward * holdDistance);
if(currentForce < maxForce)
{
currentForce += forceChargePerSec * Time.deltaTime;
}
else
{
currentForce = maxForce;
}
if(!Input.GetButton("Fire1"))
gravityGunState = GravityGunState.Release;
rigid.useGravity = true;
}
else if(gravityGunState == GravityGunState.Release)
{
rigid.AddForce(transform.forward * currentForce);
currentForce = minForce;
gravityGunState = GravityGunState.Free;
}
}
#script ExecuteInEditMode()
adding collider to gameObjects will prevent object from moving through each other and if it already has a collider and it is passing through check your settings as follows
Rigidbody Is Kinamatic : False, Is Triggger:false
set the Collision Detection of rigidbody to Continuous or Continuous Dynamic
sometimes for fast moving game objects the collision wont be detected in these sceneraios you can use Raycasting for collisin detection here is DontGoThrough Script that use raycasting for collision detection
using UnityEngine;
using System.Collections;
public class DontGoThroughThings : MonoBehaviour
{
public LayerMask layerMask; //make sure we aren't in this layer
public float skinWidth = 0.1f; //probably doesn't need to be changed
private float minimumExtent;
private float partialExtent;
private float sqrMinimumExtent;
private Vector3 previousPosition;
private Rigidbody myRigidbody;
//initialize values
void Awake()
{
myRigidbody = rigidbody;
previousPosition = myRigidbody.position;
minimumExtent = Mathf.Min(Mathf.Min(collider.bounds.extents.x, collider.bounds.extents.y), collider.bounds.extents.z);
partialExtent = minimumExtent * (1.0f - skinWidth);
sqrMinimumExtent = minimumExtent * minimumExtent;
}
void FixedUpdate()
{
//have we moved more than our minimum extent?
Vector3 movementThisStep = myRigidbody.position - previousPosition;
float movementSqrMagnitude = movementThisStep.sqrMagnitude;
if (movementSqrMagnitude > sqrMinimumExtent)
{
float movementMagnitude = Mathf.Sqrt(movementSqrMagnitude);
RaycastHit hitInfo;
//check for obstructions we might have missed
if (Physics.Raycast(previousPosition, movementThisStep, out hitInfo, movementMagnitude, layerMask.value))
myRigidbody.position = hitInfo.point - (movementThisStep/movementMagnitude)*partialExtent;
}
previousPosition = myRigidbody.position;
}
}