Unity ball with constant speed - unity3d

I'm making 2D mobile game and I have a ball, but my ball doesn't have a constant moving speed. What I need to do?
When I build game on my android device, ball have a various speed. In that case, my game is not playable.
I hope that someone can help me. Thanks.
This is on my start function:
void Start () {
GetComponent<Rigidbody2D> ()
.AddForce (new Vector2 (1f, 0.5f)* Time.deltaTime * force);
}
Is it a good practice if I used in code " Application.LoadLevel ("__Scena_0"); " to load existing scene when I lose " life" ? Problem happens when I lost " life " and try playing game in second chance.
My update function is about OnTriggerEnter2D when my ball hit trigger objects.
EDIT 23.12.2015. : problem solve with adding physics material (fiction 0) and adding to script:
using UnityEngine.SceneManagement;
...
SceneManager.LoadScene ("MainScene");

The problem is the calculation of the force vector:
new Vector2 (1f, 0.5f) * Time.deltaTime * force
You are using Time.deltaTime as a factor, which means that the applied force is not constant, but depending on the deltaTime, which is the duration of the last frame. This explains why it changes randomly.
I don't think Time.deltaTime is what you want here, try just removing the factor and adjusting the "force" factor accordingly. You should now have a constant force applied, independent from the platform you play on.

Create a new Physics Material, set friction zero and add it to your object. If your object has no friction, its speed cannot be decreased. Then, use AddForce() on Rigidbody2D to speed up.

Assuming that your ball and colliding walls have bouncy materials with no friction. Try
public float _ballSpeed = 2.5f;
Rigidbody2D _rb;
void Start()
{
_rb = GetComponent<Rigidbody2D>();
_rb.velocity = Vector2.one * _ballSpeed;
}
void Update()
{
}
From this you can control ball speed through _ballSpeed
//========== OR ==========//
If you want to retain speed even after ball destruction.
Retain _ballSpeed in any global static variable.
Suppose you have a class named Globals, declare a variable like,
public class Globals
{
public static float BALL_SPEED = 2.5f;
}
Now in Ball Script
Rigidbody2D _rb;
void Start()
{
_rb = GetComponent<Rigidbody2D>();
_rb.velocity = Vector2.one * Globals.BALL_SPEED;
}
void Update()
{
}

Related

Better movement script needed?

I got an issue that I've been trying to figure out for some time now and still haven't managed. I created a script for movement which besides using the WASD keys also uses two more buttons to go up and down. The thing is - because of the way I added those buttons for some reason no other function regarding position of the player doesn't work well. For example if I put a collider with a simple on trigger transform.position function for the player to hit - the player is placed on that position but then instantly returned back like there was nothing.
Here is my code. I had tons of iterations how this movement can be done. I did it through physics and controller in several ways but nothing helped. Can you guys tell me if it's the code or some hidden Unity synergy that I don't know about?
(this version works around addForce. Regardless, whatever way I make the up and down functions I cannot move the player with script after that.)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Mov : MonoBehaviour
{
private CharacterController controller;
private Rigidbody Rb;
private Vector3 playerVelocity;
private float playerSpeed =12;
void Start()
{
controller = gameObject.AddComponent<CharacterController>();
Rb = gameObject.GetComponent<Rigidbody>();
}
// Update is called once per frame
void FixedUpdate()
{
Vector3 move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
Vector3 add =new Vector3 (0, playerSpeed, 0);
controller.Move(move * Time.deltaTime * playerSpeed);
if (Input.GetKey(KeyCode.Mouse1))
{
Rb.AddForce(0, 1200, 0, ForceMode.Acceleration);
}
if (Input.GetKey(KeyCode.Mouse0))
{
Rb.AddForce(0, -1200, 0, ForceMode.Acceleration);
}
}
}
I'm not sure what you mean by "no other function regarding position of the player doesn't work well" but from have you turning "Collision Detection" in your Rigidbody's settings to "Continuous" and "Interpolate" to "Interpolate"? If you don't do so, Unity's collision's may be a bit funky especially if you are going at high speeds.

Rotate a Rigidbody to align with an orientation

I'm currently setting the rotation of a player object so that it "stands up" relative to the spheroid the user stands on.
However, that will break Rigidbody physics.
I already have the direction of gravity as a Quaternion, how can add torque to the Rigidbody so that it aligns with that direction?
Here's my code on Github, which does allow the player to move around the surface of the planet.
I have tried various approaches using AddTorque and Vector3.Cross, but they have all only ended in the Rigidbody spinning wildly.
Instead of using transform whenever a Rigidbody is involved rather first calculate the needed final Quaternion ad then apply it using theRigidbody.MoveRotation which does not break the physics.
The same also accounts to the position where you should rather use theRigidbody.MovePosition.
Both should be used in FixedUpdate so
either move the entire code from Update to FixedUpdate
or split the input and the physics and do your API stuff in Update, store the relevant values into fields but apply anything related to the Rigidbod transformations reactive in FixedUpdate.
Your code is quite complex so I will only give an example as a pseudo code and hope you can take it from there
So instead of doing e.g.
private void Update ()
{
player.transform.position = XYZ;
// Applies a world space rotation
player.transform.rotation = XYZW;
// Adds a relative rotation in local space
player.transform.Rotate(x,y,z);
}
You would rather do something like
[SerializeField] Rigidbody playerRb;
private Vector3 targetPosition;
private Quaternion targetRotation;
private void Awake ()
{
if(!playerRb) playerRb = player.GetComponent<Rigidbody>();
}
private void Update ()
{
targetPosition = XYZ;
targetRotation = XYZW * Quaternion.Euler(x,y,z);
}
private void FixedUpdate ()
{
playerRb.MovePosition(targetPosition);
playerRb.MoveRotation(targetRotation);
}

OnTrigger Events Work With Delay

I've got a bullet script with a particle system and a decal.
I think that it has something to do with these events not being able to fire in time or with fps in update. Not sure yet.
So, it's being late.
The ellow points are where the particles start to play. They should be right on these wooden walls. There should be three particles working and three bullet holes, kinda bullet penetrating one wall and getting destroyed on the second one.
THE QUESTION IS HOW TO MAKE IT WORK NORMAL, SO THAT THE TRIGGERS WORK WHEN NEEDED AS WELL AS THE PARTICLES AND THE DECALS? Maybe there's a way to excellerate the code to work on time? Or maybe there's another problem with that?
The screenshot:
The Code:
public class BulletScript : MonoBehaviour {
public bool isThrough = true;
public float BulletSpeed = 100;
public float CurrentDamage;
public float EnterLuft = -0.005f;
public float ExitLuft = 0.05f;
public GameObject woodParticle;
private ContactPoint CollisionPoint;
public GameObject BulletMarkPref;
Rigidbody bullet;
private void Start()
{
bullet = this.GetComponent<Rigidbody>();
}
void FixedUpdate () {
bullet.velocity = Vector3.forward * BulletSpeed;
//this.transform.Translate(Vector3.forward * BulletSpeed * Time.deltaTime);
}
private void OnTriggerEnter(Collider other)
{
Transform hitPoint = this.transform;
LevelObject.LvlObjectType objectType = other.gameObject.GetComponent<LevelObject>().objType;
if(objectType == LevelObject.LvlObjectType.obstacle)
{
if (isThrough)
{
Instantiate(woodParticle, hitPoint.localPosition, Quaternion.LookRotation(-hitPoint.forward)).GetComponent<ParticleSystem>().Play();
LeaveBulletMark(this.transform, true);
}
else
{
Instantiate(woodParticle, hitPoint.localPosition, Quaternion.LookRotation(-hitPoint.forward)).GetComponent<ParticleSystem>().Play();
LeaveBulletMark(hitPoint, true);
Destroy(this.gameObject);
}
}
else if(objectType == LevelObject.LvlObjectType.obstacle)
{
Destroy(this.gameObject);
}
else if(objectType == LevelObject.LvlObjectType.wall)
{
LeaveBulletMark(hitPoint, true);
Destroy(this.gameObject);
}
}
private void OnTriggerExit(Collider other)
{
Transform hitPoint = this.transform;
Instantiate(woodParticle, hitPoint.localPosition, hitPoint.rotation).GetComponent<ParticleSystem>().Play();
LeaveBulletMark(hitPoint, false);
}
void LeaveBulletMark(Transform hitPoint, bool ifEnter)
{
GameObject TemporaryBulletMarkHandler;
TemporaryBulletMarkHandler = Instantiate(BulletMarkPref, hitPoint.localPosition, Quaternion.LookRotation(ifEnter ? hitPoint.forward : CollisionPoint.normal)) as GameObject;
isThrough = false;
TemporaryBulletMarkHandler.transform.Translate(hitPoint.forward * (ifEnter ? 0.005f : -0.005f));
}
}
I don't think your problem is something simple with the code. There is an inherent issue with calculating fast moving objects like bullets with true physics calculations especially if they are small. Often between physics updates, they pass through wall colliders completely without registering.
You have to think of it like this to see the problem. The bullet isn't tracked continuously along its trajectory. It has a starting location, a formula for its movement and it calculates a new location at each physics update. You could fire a bullet straight at a wall, and in one update the bullet would be several meters in front of the wall, and in the next, it would be several meters behind the wall without ever triggering a collision. This is why so many game use ray tracing to calculate bullet trajectories. The bullet movement isn't perfectly accurate, especially for long shots, but obstructions to the bullet path are registered.
By default unity's Physics Engine runs at 50 frames per second. A modern bullet travels between 1200 and 1700 m/s. That gives you a distance between 24 and 34 meters traveled between frames. Even a small object falling at terminal velocity (54 m/s) might pass through a collider unnoticed. If you made a 1-meter thick box collider, you would likely register a falling object but not a bullet.
I think you could do some clever combination of ray tracing and bullet physics to get the best of both worlds. Maybe you could ray trace from the bullet at each fixed update or there may be some better technique already invented for this exact situation that I don't know about.

Camera Move and Rotate Follow Player very jerky

I make a character move on the surface of a circle. I let the camera move and rotate follow character. But the camera move and rotate very jerky. If I increase the value of the third parameter, the shock increases. and to reduce the value of the third parameter, the camera does not rotate to keep up the character. Help me fix it
My Code Camera Follow Player
public class CameraFollow : MonoBehaviour
{
public Transform player;
GameController gc;
public float speed = 2;
Vector3 pos = new Vector3 (0, 0, -10);
// Use this for initialization
void Start ()
{
gc = FindObjectOfType (typeof(GameController)) as GameController;
}
void FixedUpdate ()
{
if (gc.gameState == GameController.GameState.playing || gc.gameState == GameController.GameState.changeWave) {
transform.position = player.position + pos;
transform.rotation = Quaternion.Slerp (transform.rotation,
player.transform.rotation,
speed * Time.deltaTime);
}
}
}
Setting the position of a transform inside of FixedUpdate is a red flag for sure, especially when you're reporting that it's "jerky". Fixed update happens at an irregular interval compared to the frames displayed. This is because Physics needs to update using a fixed time step. The reason why this is the case is out of scope for this question.
Long story short, try changing FixedUpdate to Update and that should fix things looking "jerky".
Let me know if this doesn't work and I'll look for other possible causes.
If you are using a Rigidbody2D to move the character, make sure to set its Interpolate property to 'Interpolate'. This should fix it.

How to add friction to a Wheel of Fortune in Unity3D

First of all I am new to unity as will as C#. I want to create a Wheel of Fortune for my game using C# where you can rotate it with the mouse. I wrote this code in C# - it works well, the only problem is I don’t know how to add friction to it so that if I release the mouse button it still continues rotating and slows down until it is fully stopped (Just like a realistic Fortune Wheel).
using UnityEngine;
using System.Collections;
public class RotateCSharp : MonoBehaviour
{
public int speed;
public float lerpSpeed;
float xDeg;
float yDeg;
Quaternion fromRotation;
Quaternion toRotation;
void Update()
{
if (Input.GetMouseButton(0))
{
xDeg -= Input.GetAxis("Mouse X") * speed;
fromRotation = transform.rotation;
toRotation = Quaternion.Euler (yDeg,xDeg,0);
transform.rotation = Quaternion.Lerp(fromRotation, toRotation, Time.deltaTime * lerpSpeed);
}
}
}
How can I accomplish this?
Full Disclosure--I don't do Unity, and not much C#, but this is mostly math.
Friction from sliding or rolling is almost exactly constant deceleration. Deceleration is negative acceleration, and acceleration is (velocity change)/(elapsed time).
Figure out how long you want the wheel to spin at a the maximum initial angular speed you'll allow, and that speed/time ratio is your deceleration rate. That's a constant for the wheel.
Now, in the code either before or after adjusting the angular position, decrease the speed by the deceleration rate * time interval, being careful not to overshoot 0:
if (speed > 0)
speed = Math.max(0, speed - decelRate*Time.deltaTime);
else
speed = Math.min(0, speed + decelRate*Time.deltaTime);
That assumes that decelRate is a positive value, and will handle spins in either direction.
You may have to adjust the syntax a bit, but that's the basic idea.
I've put together a behaviour that applies friction on a hinge joint. Here it is:
using UnityEngine;
public class JointFriction : MonoBehaviour {
[Tooltip("mulitiplier for the angular velocity for the torque to apply.")]
public float Friction = 0.4f;
private HingeJoint _hinge;
private Rigidbody _thisBody;
private Rigidbody _connectedBody;
private Vector3 _axis; //local space
// Use this for initialization
void Start () {
_hinge = GetComponent<HingeJoint>();
_connectedBody = _hinge.connectedBody;
_axis = _hinge.axis;
_thisBody = GetComponent<Rigidbody>();
}
// Update is called once per frame
void FixedUpdate () {
var angularV = _hinge.velocity;
//Debug.Log("angularV " + angularV);
var worldAxis = transform.TransformVector(_axis);
var worldTorque = Friction * angularV * worldAxis;
_thisBody.AddTorque(-worldTorque);
_connectedBody.AddTorque(worldTorque);
}
}
You can apply this as a separate behaviour to the object with the hinge joint, or you can take bits of it and incorporate them into your behaviour.
This code assumes the hinge joint has a connected rigidbody that it is rubbing against, if that is not the case, simply remove the lines that refer to the _connectedRigidbody.