Dodging-code uncertainty (Unity, no Unity physics) - unity3d

So, I want to implement dodging which is something like a dash in a direction. It works pretty simple - if you move in a direction and press the button the character dodges there. The velocity should not matter for this, so that the dodging speed is always the same, no matter if you are running or standing and then pressing a direction + dodging. I've got something that seems to work but there are still problems left. It seems like that diagonal dodging is a bit too far in comparison to horizontal/vertical dodging and I tried to fix this. But I'm still not sure if it worked or not. In practice the character dodges and stuff but something still seems off, like it works pretty good with a controller but sometimes it's still wacky when using keyboard after standing still and then using dodge. The thing is - I'm not sure if the code I have is the best I could have or if there are still problems.
A good example of how it should work would be the dodging in Rune Factory 4.
Edit: If the problem lies in the Input Settings I could show them.
if (IsDodging == false)
{
Vector3 input = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
if (input.sqrMagnitude > 1) input.Normalize();
if (Input.GetButtonDown("Jump"))
{
// Jumping stuff I blended out
}
else if (Input.GetButtonDown("Block/Dodge") && input.x != 0 || Input.GetButtonDown("Block/Dodge") && input.z != 0) // To activate dodging
{
if (Time.time > Time_Start + DodgeCooldown) // Checks the cooldown
{
Time_Start = Time.time;
IsDodging = true;
dodge_direction = input;
if (dodge_direction.x > 0) { dodge_direction.x = 1; } // To fixate the distance traveled when dodging while ignoring how fast you are
if (dodge_direction.z > 0) { dodge_direction.z = 1; }
if (dodge_direction.x > 0 && dodge_direction.z > 0) { dodge_direction.Normalize(); } // To prevent diagonal dodging distance from becoming too big
}
}
else
{
// Walk.
transform.position += input * run_speed * Time.deltaTime;
}
}
else
{
transform.position += dodge_direction * dodge_distance;
distance_traveled += Vector3.Distance(transform.position, dodge_direction * dodge_distance) * Time.deltaTime;
if (distance_traveled > dodge_distance)
{
IsDodging = false;
dodge_direction = Vector3.zero;
distance_traveled = 0;
}
}

Related

Stop building momentum when running into a wall. (2D Top-Down)

So my movement isn't instant. You accelerate and decelerate. I use two floats starting at 0, going to 1, to calculate my movement speed. Here it is:
private void Update()
{
float moveTowardsX = 0;
float moveTowardsY = 0;
// Adjust thrust to be below max Thrust
if(thrust >= maxThrust)
{
thrust = maxThrust;
}
// Calculates movement speed based on all variables
float changeRatePerSecond = 1 / timeFromZeroToMax * thrust * Time.deltaTime;
changeRatePerSecond /= weight / 1.5f;
if(onMobile == true)
{
// Checks for Input. If Input is detected, values get changed [MOBILE]
if(isMovingLeft == true && isMovingRight == false)
{
moveTowardsX = -1.0f;
}
else if(isMovingRight == true && isMovingLeft == false)
{
moveTowardsX = 1.0f;
}
if(isMovingUp == true && isMovingDown == false)
{
moveTowardsY = 1.0f;
}
else if(isMovingDown == true && isMovingUp == false)
{
moveTowardsY = -1.0f;
}
if(isRotatingLeft == true && isRotatingRight == false)
{
rotationsPerSecond++;
}
else if(isRotatingRight == true && isRotatingLeft == false)
{
rotationsPerSecond--;
}
}
Then I parse these values into my movement code and smooth them out:
void FixedUpdate()
{
// Makes values change smoothly
valueX = Mathf.MoveTowards(valueX, moveTowardsX, changeRatePerSecond);
valueY = Mathf.MoveTowards(valueY, moveTowardsY, changeRatePerSecond);
// Turn numbers into movement
rb.velocity = new Vector2(valueX * runSpeed, valueY * runSpeed);
}
The Problem is that when I run into a wall, the numbers don't decrease. And if I run into a wall standing still, the numbers increase. Here is a video linking to my problem too (Look at the top right): https://youtu.be/XRE9p0yo4GA
What could I implement to fix this?
I have 2 suggestions, either one should work:
Do a ground check. Platformers often perform ground checks to check that the player is on the ground. By doing a box cast, you can check if your character is adjacent to a wall in the direction of their movement, and if they are, do not let them move (or gain speed) in that direction.
Here is a video for how to do a ground check. I would recommend the box cast method here, since it would give you the most accurate results:
https://www.youtube.com/watch?v=c3iEl5AwUF8
Use the rb.velocity of the object in a direction divided by your character's maximum speed in place of your valueX and valueY. So, use:
rb.velocity.x / runSpeed
instead of
valueX
and the same for y. This would take into account anything that changes the velocity of the object outside this script, such as crashing into a wall, but also if your character is thrown by some effect you create later on.

How do i fix the placement tool in my level editor?

So i'm currently making a game, and i've recently added a level editor, but the placing tool does not work how i wanted it to.
https://youtu.be/MuUvnVTL6eg
If you've watched this video, you've probably realized that the block placing works pretty much how placing rectangles in ms pain with alt does, and i want it to work like placing rectangles in ms pain without alt xd.
I'm using this code to place the block:
if (Input.GetKeyDown(KeyCode.Mouse0)){
startDrawPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
tmpObj = spawnObject(blocks[selected].gameObject, startDrawPos);
drawing = true;
}
if (Input.GetKey(KeyCode.Mouse0)){
Vector2 mPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 tmpScale = new Vector2(startDrawPos.x - mPos.x, startDrawPos.y - mPos.y);
tmpObj.transform.localScale = tmpScale;
}
if (Input.GetKeyUp(KeyCode.Mouse0))
{
drawing = false;
var scale = tmpObj.transform.localScale;
//Code below destroys the object if it's too small to avoid accidental placements
if (scale.x <= 0.1 && scale.x > -0.1 || scale.y <= 0.1 && scale.y > -0.1)
{
Destroy(tmpObj);
}
}
(All of this code is in the Update() function)
(spawnObject function just instantiates the object prefab)
There is a bit more code but it has nothing to do with the position of the block, it just detect which block is selected and decides if it can be resized or not.
I solved this problem. But because your complete script is not in question, I rebuilt the code with IEnumerator, Here, by pressing the left mouse button, IEnumerator is activated and all commands are grouped in one method to make the code more efficient.
private void Update()
{
if (Input.GetKeyDown(KeyCode.Mouse0)) StartCoroutine(DrawRect());
}
How does the Desktop Rect formula work?
By running IEnumerator, the code first records the starting point of the mouse. It also makes a simple cube because I do not have access to your objects. Now until the mouse is pressed. Resize Rect to the difference between current and recorded points. The only thing is that to avoid ALT control, you have to place it between the current and initial points. The reason for adding the camera forward is to be seen in the camera.
cubeObject.transform.position = (startDrawPos + currentDrawPos) / 2;
The final structure of the DrawRect is as follows:
public IEnumerator DrawRect()
{
drawing = true;
var scale = Vector2.zero;
var startDrawPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
var cubeObject = GameObject.CreatePrimitive(PrimitiveType.Cube);
while (Input.GetKey(KeyCode.Mouse0))
{
var currentDrawPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
cubeObject.transform.position = (startDrawPos + currentDrawPos) / 2 + Camera.main.transform.forward * 10;
scale = new Vector2(startDrawPos.x - currentDrawPos.x, startDrawPos.y - currentDrawPos.y);
cubeObject.transform.localScale = scale;
yield return new WaitForEndOfFrame();
}
if (scale.x <= 0.1 && scale.x > -0.1 || scale.y <= 0.1 && scale.y > -0.1) Destroy(cubeObject);
drawing = false;
}

problem with gravity and sliding of an object

Well I have a problem, when I press a letter the player must climb or descend (depend of input player on y) and if I keep the letter pressed it should stay still on the wall without move, here is the problem with mo gravity and when I press the key the player don't stay on the wall, tha player continues sliding slow this is for the gravity on the game, I can't desability the gravity because I make special jumps of the wall. so my velocity.y = 0 don't work. How can create a solution for this.
wallDirX = GetDirectionWallPlayer();
if (controller.collisions.left || controller.collisions.right)
{
stateWallPlayer.WallClimbing = true;
if (directionalInput.y > 0)
{
if (velocity.y < wallClimbUpSpeedMax)
{
velocity.y = wallClimbUpSpeedMax;
}
}
else if (directionalInput.y < 0)
{
if (velocity.y < -wallClimbDownSpeedMax)
{
velocity.y = -wallClimbDownSpeedMax;
}
}
else
{
velocity.y = 0;
}
}

Disable Wheelcolliders slip (Non realistic)

I'm currently learning Unity. I have learnt and did many projects and started making a new one about cars. My goal is NOT to achieve realistic physics. I'm trying to have a 0 slip.
I have done all the steps about the wheelcolliders, velocity, rotation, and overall movement. Currently I'm struggling to disable the car slip.
I don't want the car to slip at all. I tried using transform and change the position, but that isn't the method that I want to use.
Using the following method, I'm doing the acceleration:
private void doAccelerate() {
currentSpeed = (int) (rb.velocity.magnitude * 3.6f);
if (!hasBraked) {
if (hasReachedMax) {
rb.velocity = new Vector3(rb.velocity.x, rb.velocity.y, maxVelocity);
} else {
if (currentSpeed < maxSpeed) {
rearDriverW.motorTorque = m_verticalInput * motorForce * motorAccelerate;
rearPassengerW.motorTorque = m_verticalInput * motorForce * motorAccelerate;
} else if (currentSpeed > maxSpeed) {
hasReachedMax = true;
}
}
}
}
The following two pics provide the UI units for the Rigidbody and WheelColliders.
This pic, and this one.
I would some suggestions to apply 0 slip. I have tried playing with the value, yet I didn't reach the perfect values. Nevertheless, I didn't understand it correctly. That's why I didn't know.

Unity - CheckSphere not working? spawn freezes only on device?

I am trying to spawn a set number of cubes within an ever changing area (a plane, ARKit) and NOT have them overlap. Pretty simple I'd think, and I have this working in Unity editor like so:
My problem is deploy to device (iPhone) and everything is different. Several things aren't working, and I don't know why - it's a relatively simple script. First I thought CheckSphere wasn't working, something with scale being different - but this is how I try to get an empty space:
public Vector3 CheckForEmptySpace (Bounds bounds)
{
float sphereRadius = tierDist;
Vector3 startingPos = new Vector3 (UnityEngine.Random.Range(bounds.min.x, bounds.max.x), bounds.min.y, UnityEngine.Random.Range(bounds.min.z, bounds.max.z));
// Loop, until empty adjacent space is found
var spawnPos = startingPos;
while ( true )
{
if (!(Physics.CheckSphere(spawnPos, sphereRadius, 1 << 0)) ) // Check if area is empty
return spawnPos; // Return location
else
{
// Not empty, so gradually move position down. If we hit the boundary edge, move and start again from the opposite edge.
var shiftAmount = 0.5f;
spawnPos.z -= shiftAmount;
if ( spawnPos.z < bounds.min.z )
{
spawnPos.z = bounds.max.z;
spawnPos.x += shiftAmount;
if ( spawnPos.x > bounds.max.x )
spawnPos.x = bounds.min.x;
}
// If we reach back to a close radius of the starting point, then we didn't find any empty spots
var proximity = (spawnPos - startingPos).sqrMagnitude;
var range = shiftAmount-0.1; // Slight 0.1 buffer so it ignores our initial proximity to the start point
if ( proximity < range*range ) // Square the range
{
Debug.Log( "An empty location could not be found" );
return new Vector3 (200, 200, 200);
}
}
}
}
This again, works perfect in editor. This is the code Im running on my device (without check sphere)
public void spawnAllTiers(int maxNum)
{
if(GameController.trackingReady && !hasTriedSpawn)
{
hasTriedSpawn = true;
int numTimesTried = 0;
BoxCollider bounds = GetGrid ();
if (bounds != null) {
while (tiersSpawned.Length < maxNum && numTimesTried < 70) { //still has space
Tier t = getNextTier ();
Vector3 newPos = new Vector3 (UnityEngine.Random.Range(GetGrid ().bounds.min.x, GetGrid ().bounds.max.x), GetGrid ().bounds.min.y, UnityEngine.Random.Range(GetGrid ().bounds.min.z, GetGrid ().bounds.max.z));
//Vector3 newPos = CheckForEmptySpace (bounds.bounds);
if(GetGrid ().bounds.Contains(newPos)) //meaning not 200 so it is there
{
spawnTier (newPos, t);
}
numTimesTried++;
platformsSpawned = GameObject.FindObjectsOfType<Platform> ();
tiersSpawned = GameObject.FindObjectsOfType<Tier> ();
}
if(tiersSpawned.Length < maxNum)
{
print ("DIDNT REACH - maxed at "+tiersSpawned.Length);
}
}
}
//maybe check for num times trying, or if size of all spawned tiers is greater than area approx
}
//SPAWN NEXT TIER
public void spawnTier(Vector3 position, Tier t) //if run out of plats THEN we spawn up like tree house
{
print ("SUCCESS - spawn "+position+"SPHERE: "+Physics.CheckSphere(position, tierDist, 1 << 0));
// Vector3 pos = currentTier.transform.position; //LATER UNCOMMENT - would be the current tier spawning from
//TO TEST comment to this line ---------------------------------------------------------------------------
#if UNITY_EDITOR
Instantiate (t, position, Quaternion.identity);
anchorManager.AddAnchor(t.gameObject);
#else
//------------------------------------------------------------------------------------------
Instantiate (t, position, Quaternion.identity);
anchorManager.AddAnchor(t.gameObject);
#endif
}
This doesnt crash the device but spawns ALL in the same place. I cant understand why. If I do this, CHECKING for overlap:
public void spawnAllTiers(int maxNum)
{
if(GameController.trackingReady && !hasTriedSpawn)
{
hasTriedSpawn = true;
int numTimesTried = 0;
BoxCollider bounds = GetGrid ();
if (bounds != null) {
while (tiersSpawned.Length < maxNum && numTimesTried < 70) { //still has space
Tier t = getNextTier ();
//Vector3 newPos = new Vector3 (UnityEngine.Random.Range(GetGrid ().bounds.min.x, GetGrid ().bounds.max.x), GetGrid ().bounds.min.y, UnityEngine.Random.Range(GetGrid ().bounds.min.z, GetGrid ().bounds.max.z));
Vector3 newPos = CheckForEmptySpace (GetGrid ().bounds);
if(GetGrid ().bounds.Contains(newPos) && t) //meaning not 200 so it is there
{
spawnTier (newPos, t);
}
numTimesTried++;
platformsSpawned = GameObject.FindObjectsOfType<Platform> ();
tiersSpawned = GameObject.FindObjectsOfType<Tier> ();
}
if(tiersSpawned.Length < maxNum)
{
print ("DIDNT REACH - maxed at "+tiersSpawned.Length);
}
}
}
//maybe check for num times trying, or if size of all spawned tiers is greater than area approx
}
Works great in editor again, but completely freezes the device. Logs are not helpful, as I just get this every time, even though they aren't spawning in those positions:
SUCCESS - spawn (0.2, -0.9, -0.9)SPHERE: False
SUCCESS - spawn (-0.4, -0.9, 0.2)SPHERE: False
SUCCESS - spawn (0.8, -0.9, 0.2)SPHERE: False
SUCCESS - spawn (-0.4, -0.9, -0.8)SPHERE: False
SUCCESS - spawn (0.9, -0.9, -0.8)SPHERE: False
What the hell is happening - why would it freeze only on device like this?
Summary:
it sounds like you needed a short gap between each spawn.
(BTW a useful trick is, learn how to wait until the next frame - check out many articles on it.)
All-time classic answer for this
https://stackoverflow.com/a/35228592/294884
get in to "chunking" for random algorthims
observe the handy line of code at "How to get sets of unique random numbers."
Enjoy
Unrelated issue -
Could it be you need to basically wait a small moment between spawning each cube?
For a time in unity it's very simply Invoke - your code pattern would look something like this:
Currently ...
for 1 to 100 .. spawn a cube
To have a pause between each ...
In Start ...
Call Invoke("_spawn", 1f)
and then
func _spawn() {
if count > 70 .. break
spawn a cube
Invoke("_spawn", 1f)
}
Similar example code - https://stackoverflow.com/a/36736807/294884
Even simpler - https://stackoverflow.com/a/35807346/294884
Enjoy