Unity3D bird flying back and forth - unity3d

I'm trying to create a bird moving across screen along x axis.
bird.transform.position = Vector3.Lerp (pos1, pos2, (Mathf.Abs(speed * Time.time) + 1.0f) / 2.0f);
Using this in Update() the bird flies only once. I want that after it flies to the right, it should wait 2-3 seconds and then fly back with a different sprite.
transform.translate doesn't work like this. Any help will be appreciated.

you would need to put in another LERP for going the other direction and have a variable for which way the bird is flying so roughly:
bool goleft;
if(goleft)
{
if(transform.position != pos2)
{
transform.position = Vector3.Lerp (pos1, pos2, (Mathf.Abs(speed * Time.time) + 1.0f) / 2.0f);
}
else
{
goleft = false;
//change the direction the bird is facing here
}
}
else
{
if(transform.position != pos1)
{
transform.position = Vector3.Lerp (pos2, pos1, (Mathf.Abs(speed * Time.time) + 1.0f) / 2.0f);
}
else
{
goleft = true;
//change the direction the bird is facing here
}
}
Hope that helps

Not tested but i would start here:
Vector3[] posts;
int current = 0;
float speed = 5.0f;
float threshold = Single.Epsilon;
float delay = 2.0f;
public void Update() {
if(!waiting && posts.Length > 0)
{
if(!Mathf.Approximately((posts[current].position - transform.position).sqrMagnitude, threshold)
{
float step = speed * Time.deltaTime;
transform.position = Vector3.MoveTowards(transform.position, posts[current].position, step);
}
else StartCoroutine("Next");
}
}
IEnumerator Next() {
waiting = true;
yield return new WaitForSeconds(delay);
current = (current + 1) % posts.Length;
waiting = false;
}
This will also allow you to have as many posts as you want to have, and all your movement dynamics can be handled in Next(), whereas, if you want him to go from post 0...1...2...3...0...1.. or 0...1...2...3...2...1...
If you want the latter you just change current = (current + 1) % posts.Length; to Mathf.PingPong(current + 1, posts.Length);

I'd go a bit like this:
float flipCooldown
float defaultFlipCooldown = 2.0f;
bool isGoingRight;
Vector2 pos1;
Vector2 pos2;
void Start() {
flipCooldown = defaultFlipCooldown;
isGoingRight = true;
pos1 = new Vector2(0, 0);
pos2 = new Vector2(5, 0); // whatever floats your boat
}
void Update()
{
Vector2 initialPosition = null;
Vector2 finalPosition = null;
if (flipCooldown <= 0) {
isGoingRight = !isGoingRight
flipCooldown = defaultFlipCooldown;
ChangeSprite();
}
if (isGoingRight) {
initialPos = pos1;
finalPos = pos2;
} else {
initialPos = pos2;
finalPos = pos1;
}
bird.transform.position = Vector3.Lerp (initialPos, finalPos, (Mathf.Abs(speed * Time.time) + 1.0f) / 2.0f);
flipCooldown -= Time.deltaTime;
}
What you want to get is that the Time.deltaTime is decreasing the cooldown for the bird to turn. You can easily change the cooldown in the defaultFlipCooldown variable. When it's done going one way, it'll just flip the position and the Lerp function will do the rest of the work. The ChangeSprite function will be just a GetComponent<SpriteRenderer>().sprite change.
If you don't want fix positions, you can calculate how much it'll fly, define the final position and just change the pos1 and pos2.
It's also important to note that WaitForSeconds will just work with Coroutines that is a concept for working with threads, never in a method like Update. You can learn more about Coroutines in Unity's manual: http://docs.unity3d.com/Manual/Coroutines.html

Related

How to optimize jump like in Flappy Bird in Unity?

I can write somehow this code for optimization?
If not use coroutines, when I click on space the next jump has more force and so on.
If use rb.MovePosition, the character will move as if 15 fps. I know, change Time in settings. But I want to know if exist another method...
private void Update() {
if(Input.GetKeyDown(KeyCode.Space)) {
StopAllCoroutines();
StartCoroutine(Jump());
}
}
private IEnumerator Jump() {
if(rb.bodyType != RigidbodyType2D.Dynamic) {
rb.bodyType = RigidbodyType2D.Dynamic;
}
rb.constraints = RigidbodyConstraints2D.FreezePositionY;
_pos = transform.position;
for (float t = 0; t < 1; t += Time.deltaTime * 4f)
{
transform.position = Vector3.Lerp(transform.position, new Vector3(transform.position.x, _pos.y + .35f, transform.position.z), t);
yield return null;
}
rb.constraints = RigidbodyConstraints2D.None;
}
Rigidbodies exist so you don't need to directly adjust an object's transform. Since you have a Rigidbody2d you can just set the velocity directly:
public float jumpSpeed = 5f; // Whatever feels right
private void FixedUpdate() {
if(Input.GetKeyDown(KeyCode.Space)) {
rb.velocity = Vector2.up * jumpSpeed;
}
}
(Edited to use velocity instead of AddForce)

How to prevent tilting over in a unity object

I've got a hover tank and I'm working on a controller for it. The goal is to have the float above the ground, but I don't want it to tilt over more the a degree or two. I want it to basically stay level all the time.
I'm using a Rigidbody on the tank to control it with .MovePosition and .MoveRotation. You can see the FixedUpdate function below. I've got a section below to keep thinks level, where I check if there tank is tipping past its maxTilt amount. If it is, the keep it at the max.
This makes the tank very jittery all the time. It looks like it's bouncing up and down quickly. I think its due to the hover forces, but I'm not sure.
How can I keep the tank level while still letting it hoover?
FixedUdpate
void FixedUpdate () {
if (!isServer) {
return;
}
CheckGrounded ();
Hoover ();
if (_moveForward) {
float moveAmount = moveSpeed * Time.deltaTime;
_rigidbody.MovePosition(_rigidbody.position + _rigidbody.transform.forward * moveAmount);
}
if (_moveBackward) {
float moveAmount = (-moveSpeed * 0.6f) * Time.deltaTime;
_rigidbody.MovePosition(_rigidbody.position + _rigidbody.transform.forward * moveAmount);
}
if (_turnLeft) {
Quaternion rotateAmount = Quaternion.Euler(new Vector3(0f, -angularSpeed, 0f) * Time.deltaTime);
_rigidbody.MoveRotation(_rigidbody.rotation * rotateAmount);
}
if (_turnRight) {
Quaternion rotateAmount = Quaternion.Euler(new Vector3(0f, angularSpeed, 0f) * Time.deltaTime);
_rigidbody.MoveRotation(_rigidbody.rotation * rotateAmount);
}
if (_jump && _isGrounded) {
_isJumping = true;
}
if (_isJumping && _jumpTimeLeft > 0) {
float moveAmount = jumpSpeed * Time.deltaTime;
_rigidbody.MovePosition(_rigidbody.position + _rigidbody.transform.up * moveAmount);
_jumpTimeLeft -= Time.deltaTime;
} else if (_isJumping) {
_isJumping = false;
_jumpTimeLeft = jumpTime;
}
// Keep things level
Vector3 rotation = _rigidbody.rotation.eulerAngles;
if (rotation.x > maxTilt) {
rotation.x = maxTilt;
} else if (rotation.x < -maxTilt) {
rotation.x = -maxTilt;
}
if (rotation.y > maxTilt) {
rotation.y = maxTilt;
} else if (rotation.y < -maxTilt) {
rotation.y = -maxTilt;
}
if (rotation.z > maxTilt) {
rotation.z = maxTilt;
} else if (rotation.z < -maxTilt) {
rotation.z = -maxTilt;
}
Quaternion q = new Quaternion ();
q.eulerAngles = rotation;
_rigidbody.rotation = q;
}
Hoover
void Hoover() {
foreach (Transform hoverPoint in hooverPoints) {
Ray ray = new Ray (hoverPoint.position, -hoverPoint.up);
RaycastHit hitInfo;
if (Physics.Raycast (ray, out hitInfo, hooverHeight)) {
float distance = Vector3.Distance (hoverPoint.position, hitInfo.point);
if (distance < hooverHeight) {
_rigidbody.AddForceAtPosition (hoverPoint.up * hooverForce * (1f - distance / hooverHeight), hoverPoint.position, ForceMode.Force);
}
}
}
}
I'm thinking that the reason you are seeing 'jitters' is because...
All physics calculations and updates occur immediately after FixedUpdate.
https://docs.unity3d.com/Manual/ExecutionOrder.html
Because you are adjusting the tilt in FixedUpdate(), which is then immediately followed by the Physics Engine running its calculations this will sometimes alter the tilt value giving a 'jitter'. The reason I say sometimes is because FixedUpdate() can run multiple times per frame (FPS dependant), which potentially means the following call order for a single frame:
FixedUpdate() // start frame
PhysicsEngine
FixedUpdate() // end frame
In the case above, there would be no jitter because you re-correct the tilt after the physics engine has done its thing - by complete fluke. However when you don't get a second FixedUpdate() call on a frame, you will have:
FixedUpdate() // start frame
PhysicsEngine // end frame
Which will result in your jitter.
So my suggestion is to break up your FixedUpdate() and offset any tilt corrections to LateUpdate(). Becuase LateUpdate() is always the last update call prior to the rendering of the frame.

unity moving an object to right/left side

I am new to unity and I am trying to make a simple task: touch an object and then release your touch. when you release, I want to check in which side of the screen you released your touch and then move the object to that side of the screen.
So if I am pressing on my object, then swiping my finger to thr giht side, the object will move left and same for the right side...
This is my code, attached to the game object, and for some reason the object is just going to the right side of the screen. and it do it immidietly even though I used Lerp.
void OnMouseUp()
{
Vector3 pos = Input.mousePosition;
Debug.Log("press off");
if (pos.x < Screen.width / 2)
{
transform.position = Vector3.Lerp(transform.position, new Vector3(0,0,0), 2f * Time.deltaTime);
}
else
{
transform.position = Vector3.Lerp(transform.position, new Vector3(Screen.width, 0, 0), 2f * Time.deltaTime);
}
}
thank you!
So After a lot of trying this worked out for me:
public float smoothing = 7f;
IEnumerator MoveCoroutine(Vector3 target)
{
while (Vector3.Distance(transform.position, target) > 0.05f)
{
transform.position = Vector3.Lerp(transform.position, target, smoothing * Time.deltaTime);
yield return null;
}
}
void OnMouseUp()
{
Plane p = new Plane(Camera.main.transform.forward, transform.position);
Ray r = Camera.main.ScreenPointToRay(Input.mousePosition);
float d;
if (p.Raycast(r, out d))
{
Vector3 target = r.GetPoint(d);
if (target.x > 0)
{
Debug.Log("right:" + target.x + " total: " + Screen.width);
target.x = 5;
target.y = 0;
}
else
{
Debug.Log("left:" + target.x + " total: " + Screen.width);
target.x = -5;
target.y = 0;
}
StartCoroutine(MoveCoroutine(target));
}
}
not sure what the Ray casting does, I would be glad if someone can explain.
You code is almost right. You just need to define target positions and have Lerp called each time in update function.
A simple solution is to define two empty objects as position targets and pass them as parameters to the function.
using UnityEngine;
using System.Collections;
public class ClickTest : MonoBehaviour {
public Transform posLeft;
public Transform posRight;
private Vector3 destPos;
void Setup()
{
// default target is init position
destPos = transform.position;
}
// Update is called once per frame
void Update () {
// Define target position
if (Input.GetMouseButtonUp (0)) {
Vector3 pos = Input.mousePosition;
Debug.Log("press off : "+pos+ " scren : "+Screen.width);
if (pos.x < Screen.width / 2)
{
Debug.Log("left");
destPos = posLeft.position;
}
else
{
Debug.Log("right");
destPos = posRight.position;
}
}
// update position to target
transform.position = Vector3.Lerp(transform.position, destPos, 2f * Time.deltaTime);
}
}
Screenshot with empty objects as parameters

Character is not colliding with other other objects in Unity3D

I'm working on a game right now (first 3D styled game), and I have a problem with my character colliding. I have a Player object, which has another object(s) as the real moveable characters (now I have only one). I have rigidbody and box collider too attached to my character. I have made a level (with hand-placed platforms), and I would like avoid my character of falling of the platforms, while the user control it. I have tried to place a cube on the side of the platform(s), with box collider attached to it, but the character not detect the colliding for some reasons. I would like my character to be stopped by the collider "cube", but it doesn't happen.
I use this script to move my object (attached to my character Player object) :
public class Bounce : MonoBehaviour {
float lerpTime;
float currentLerpTime;
float perc = 1;
Vector3 startPos;
Vector3 endPos;
bool firstInput;
public bool justJump;
public GameObject player;
// Update is called once per frame
void Update () {
if (Input.GetButtonDown("up") || Input.GetButtonDown("down") || Input.GetButtonDown("left") || Input.GetButtonDown("right")) {
if (perc == 1) {
lerpTime = 1;
currentLerpTime = 0;
firstInput = true;
justJump = true;
}
}
startPos = gameObject.transform.position;
if (Input.GetButtonDown("up") && gameObject.transform.position == endPos) {
endPos = transform.position + player.transform.rotation * (new Vector3(0, 0, 1f));
}
if (Input.GetButtonDown("down") && gameObject.transform.position == endPos) {
endPos = transform.position + player.transform.rotation * (new Vector3(0, 0, -1f));
}
if (firstInput == true) {
currentLerpTime += Time.deltaTime * 5;
perc = currentLerpTime / lerpTime;
gameObject.transform.position = Vector3.Lerp(startPos, endPos, perc);
if (perc > 0.8f) {
perc = 1;
}
if (Mathf.Round(perc) == 1) {
justJump = false;
}
}
}
void OnCollisionEnter(Collision collision) {
Debug.Log("!!!!!!!");
}
}
And I use this script on the character itself: (to rotate and animate it)
Code (csharp):
public class AnimationController : MonoBehaviour {
Animator anim;
public GameObject thePlayer;
// Use this for initialization
void Start () {
anim = gameObject.GetComponent<Animator>();
}
// Update is called once per frame
void Update () {
Bounce bounceScript = thePlayer.GetComponent<Bounce>();
if (bounceScript.justJump == true) {
anim.SetBool("Jump", true);
}
else {
anim.SetBool("Jump", false);
}
if (Input.GetButtonDown("right")) {
//transform.rotation *= Quaternion.Euler(0,30,0);
transform.RotateAround(transform.position, Vector3.up, 90);
}
if (Input.GetButtonDown("left")) {
transform.Rotate (0, -90, 0, 0);
}
}
}
It's only colliding when the cube not isKinematic, but it doesn't stop my player from getting through the cube for some reason.
I have read some sites about problems like this, but nothing helped yet.
It would be great if you can give me any code improvements :)
EDIT1:
Sorry, for answering so late, I couldn't do anything with my game in the last few days. Today I have tried to do something with raycasts, you can see my code, for my first try just in the update method:
void Update () {
if (Input.GetButtonDown("up") || Input.GetButtonDown("down") || Input.GetButtonDown("left") || Input.GetButtonDown("right")) {
if (perc == 1) {
lerpTime = 1;
currentLerpTime = 0;
firstInput = true;
justJump = true;
}
}
startPos = gameObject.transform.position;
/* if (Input.GetButtonDown("right") && gameObject.transform.position == endPos) {
//endPos = new Vector3(transform.position.x + 0.5f, transform.position.y, transform.position.z);
}
if (Input.GetButtonDown("left") && gameObject.transform.position == endPos) {
endPos = new Vector3(transform.position.x - 0.5f, transform.position.y, transform.position.z);
}*/
Vector3 fwd = player.transform.TransformDirection(Vector3.forward);
RaycastHit objectHit;
if (Physics.Raycast(player.transform.position, fwd, out objectHit, 2)) {
if (objectHit.collider.tag == "Wall") {
Debug.Log("WALL RAYCAST HIT!");
}
}
if (Input.GetButtonDown("up") && gameObject.transform.position == endPos) {
endPos = transform.position + player.transform.rotation * (new Vector3(0, 0, 1f));
}
if (Input.GetButtonDown("down") && gameObject.transform.position == endPos) {
//endPos = transform.position + player.transform.rotation * (new Vector3(0, 0, -1f));
}
if (firstInput == true) {
currentLerpTime += Time.deltaTime * 5;
perc = currentLerpTime / lerpTime;
gameObject.transform.position = Vector3.Lerp(startPos, endPos, perc);
if (perc > 0.8f) {
perc = 1;
}
if (Mathf.Round(perc) == 1) {
justJump = false;
}
}
}
With this I can get the Debug Log WALL RAYCAST HIT 2-3 times at a time, but only once. As I move the character it won't appear again, for some reason (I think it should because the update method is called in every frame).
Although when I place it in the Input.GetButtonDown("up") method, it won't log anything:
if (Input.GetButtonDown("up") && gameObject.transform.position == endPos) {
fwd = player.transform.TransformDirection(Vector3.forward);
if (Physics.Raycast(player.transform.position, fwd, out objectHit, 2)) {
if (objectHit.collider.tag == "Wall") {
Debug.Log("WALL RAYCAST HIT!");
}
}
endPos = transform.position + player.transform.rotation * (new Vector3(0, 0, 1f));
}
When you update the transform.position you actually "teleport" yout object to the new position. Even when you do this smoothly, using something like the Lerp function, as you do on your move script, Unity understands that you are teleporting your object to a new coordinate.
This is not wrong, All games work like that. Functions like Lerp just create the ilusion of movement, so the player fell like the character actually moved from one point to another.
What is happening is that your script keeps telling the character to move to a new position, despite any objects on its path. The collision happens, but your Update function still places the character on ints new position.
I can think of two possible ways for you to solve this:
Create an OnCollisionEnter() function for your Move script that somehow stops your movement. By creating a flag like you did with the firstInput you could achieve this.
Instead of updating your transform.position you could use a rigidbody to handle the movement and collisions for your. This way, everytime you need to move your character you will need to add some velocity to the character rigidbody, instead of directly updating the transform.position.
Since your character doesn't move in a constant way, but in a "one step at a time" way, I think the first solution is a better suitted for you.
The code will be something like this
void OnCollisionenter(Collision collision)
{
collided = true;
}
and the end of your Move script should be updated to
if(!collided)
{
if (firstInput == true) {
currentLerpTime += Time.deltaTime * 5;
perc = currentLerpTime / lerpTime;
transform.position = Vector3.Lerp(startPos, endPos, perc);
if (perc > 0.8f) {
perc = 1;
}
if (Mathf.Round(perc) == 1) {
justJump = false;
}
}
}
else
{
// Remember to reset this when you stop your character
endPos = transform.position;
collided = false;
}
This time I couldn't test the code before writting it here, so you may need to do some changes before it works.
ps: I don't think you need your firstInput variable. Once it is set to true, you never set it to false again. Also, the Input.GetButtonDown() function will only return true on the first frame a button is pressed wich is what I guess you intended when you created firstInput.
ps2: My solution added a collided boolean attribute to your class, so don't forget to add a line private bool collided; with your other class attributes. Also, read that chapter about the state machine pattern I recommended you on your other question. Creating this kind of control attribute suach as the collided boolean is not a good practice and if you had implemented a state machine this could be avoided.
Hey I had a similar problem i was using an animated model from Mixamo.com and I notices that for some strange reason the character didn't collide with boundaries despite having collider, for some reason it didn't work until i added a CharacterController to my model instead of a collider just search for the CharacterController and add it as you would add any script or rigid body to your game object.
Hope it Works XD Greetings

object movement as wave in Unity 3d

I created a object in unity
GameObject monsterclone =
(GameObject)Instantiate(monsterPrefab, floorPosition, Quaternion.identity);
This object should move in a wave style from a limit1 to limit2.
Then move back from limit2 to limit1.
Y position as well x position have to change in a specific way.
Vector3 nPos = mfloorPos + new Vector3(2f, 0f, 0f);
Vector3 oPos = mfloorPos + new Vector3(-2f, 0f, 0f);
How can I do it?
I can't exactly write the code without knowing more specific but i think this question is already asked any this link will help you out MOVE OBJECT as wave
EDIT:
I think the flat up and float down functionality will work for you for moving one point to another
example:
var floatup;
function Start(){
floatup = false;
}
function Update(){
if(floatup)
floatingup();
else if(!floatup)
floatingdown();
}
function floatingup(){
transform.position.y += 0.3 * Time.deltaTime;
yield WaitForSeconds(1);
floatup = false;
}
function floatingdown(){
transform.position.y -= 0.3 * Time.deltaTime;;
yield WaitForSeconds(1);
floatup = true;
}
example taken from
float amplitudeX = -25.0f;
float amplitudeY = 5.0f;
float omegaX = 0.5f;
float omegaY = 4.0f;
float index;
void Update () {
index += Time.deltaTime;
float x = amplitudeX*Mathf.Cos (omegaX*index);
float y = Mathf.Abs (amplitudeY*Mathf.Sin (omegaY*index));
if(transform.position.x > 24){
transform.eulerAngles = new Vector3(270, -90, 0);
}
if(transform.position.x < -24){
transform.eulerAngles = new Vector3(270, 90, 0);
}
transform.localPosition= new Vector3(x,y,20);
}
If this is a consitant wave and not dependant on speed I would use an animation to create a literal wave curve of the Position.Y value (much in the same principle as Ravindra Shekhawat has explained.) you can find out more about animation here.
Here is some code (untested) that you could go off. It is in c# so I hope it proves no issue with putting in to JavaScript.
bool monsterMoving = false;
void Update(){
//check monster moving to start updating position
if(monsterMoving == true){
//moving animation controls up and down "wave" movement
animation.CrossFade('moving');
//Lerp changes position
Transform.Lerp(transform.Position, oPos, Time.deltaTime);
if (transform.Position == oPos) {
//We are at destination, stop movement
monsterMoving = false;
}
} else {
// if monster stopped moving, return to idle animation (staying still)
animation.CrossFade('idle');
}
}
// function to send a new position to the monster object
void MoveTo(Vector3 newPos){
oPos = newPos;
monsterMoving = true;
}