Unity changing friction from code not working (2D) - unity3d

I want to change a collider's physic's material from code, I use the code below. I see the material's friction changing in the inspector, however the collider behaves as if the friction wouldn't change.
void checkOnGround() {
Transform t;
foreach(Collider2D c in collidingTiles) {
t = c.transform;
if(t.position.y - transform.position.y < -Misc.TILE_SIZE * 0.75f) {
onGround = true;
myCollider.sharedMaterial.friction = 0.8f;
return;
}
}
onGround = false;
myCollider.sharedMaterial.friction = 0f;
return;
}

There are knowed Unity bug.
You can disable/enable your collider to got the material changed applied, and a little flick texture sometimes.

Related

How to register a fall from height in unity 2D

So i'm working on a 2D game, first stage is a platformer so i'm trying to make it look nicer. I added a particle system with dust, so in case he falls down from height animation should be played. How do i register a fall from height to play the animation?
You can play animation on collision with the ground collider, when player's falling velocity is higher than 0. Using specific positive value may be nicer, cos it's gonna look like only achieving enough speed will spread dust.
I can see another way of doing this, but it takes more calculations:
To define the last position and current position of Y coordinates of the player.
If it is going down currentPos < lastPos
If it is going up currentPos > lastPos
public GameObject player;
public GameObject particleDust;
Vector3 lastPos;
Vector3 currentPos;
float _time = 0;
private bool up = false;
private bool down = false;
private bool equal = false;
void Awake()
{
lastPos = player.transform.position;
}
void Update()
{
//assign player's position to current position
currentPos = player.transform.position;
//going up
if (lastPos.y < currentPos.y)
{
up = true;
down = false;
equal = false;
}
//going down
else if (lastPos.y > currentPos.y)
{
up = false;
down = true;
equal = false;
}
//same level
else if (lastPos.y == currentPos.y)
{
equal = true;
}
if (down == true && equal == true)
{
particleDust.Play();
}
lastPos = currentPos;
}
You can define the up and down functions to define player's movement with bool.
When the direction down is True and lastPos = currentPos
then it means that he was going down and he stopped because the player hit the ground.
I choose this option without using colliders because it can be versatile and be used on every level without adding new things.
I assume this will work but it need more things, i hope this will get you started.
(If i said something wrong please correct me , it help me improve too, thank you!)
Just thinking of how to detect falls from a specific height, I think this should work just fine in most cases:
private float startingHeight = 0.0f;
private bool grounded = true;
private bool landed = false;
//this is the distance the player needs to fall before dust shows up
private float fallingDist = 5.0f;
private void Start()
{
startingHeight = transform.position.y;
}
private void Update()
{
if(grounded) //set this to false when not colliding with the ground
{
startingHeight = transform.position.y;
}
else if(landed) //set this to true when hitting the ground while grounded is false
{
landed = false;
if((startingHeight - transform.position.y) >= fallingDist)
{
//trigger dust particles or animation
}
}
}

Unity 2D. Why raycasting does not work properly?

With this code I am changing color of gun object if raycast can hit player. Color changes as soon as Player walks into raycast radius. However color won't switch back from red to green as soon as player either goes away (more than Range distance) or hide behind walls. It will eventually switch back to green but not right away. Can you please help me figure out what seems to be the problem?
void Update()
{
Vector2 targetPos = Target.position;
Direction = targetPos - (Vector2)transform.position;
RaycastHit2D rayInfo = Physics2D.Raycast(transform.position, Direction, Range, layerMask);
if (rayInfo)
{
if (rayInfo.collider.gameObject.tag == "Player")
{
if (Detected == false)
{
Detected = true;
Gun.GetComponent<SpriteRenderer>().color = Color.red;
}
}
else
{
if (Detected == true)
{
Detected = false;
Gun.GetComponent<SpriteRenderer>().color = Color.green;
}
}
}
}
When your raycasthit doesn't hit anything with specified LayerMask you don't change your gun's color maybe this is the issue. if your reset your gun color it can solve. Here is the example
//define gunColor variable it is default color of your gun
Color gunColor=Color.green;
void Update()
{
Vector2 targetPos = Target.position;
Direction = targetPos - (Vector2)transform.position;
RaycastHit2D rayInfo = Physics2D.Raycast(transform.position, Direction, Range, layerMask);
if (rayInfo)
{
gunColor=rayInfo.collider.gameObject.CompareTag("Player")?Color.red:Color.green,
}else{
//when raycasthit doesnt hit any thing set gun color to green;
gunColor=Color.green;
}
//update gun color
Gun.GetComponent<SpriteRenderer>().color = gunColor;
}

Jump functionality for a 2D Top Down Unity game?

I am struggling to find an efficient way to let my player jump in a 2D Top Down world. I can see a lot of tutorials about platformer views where the camera is oriented at the side of the player, but nothing really working for a top down view like startdew Valley.
I am not using physics, so I move the character on the tilemap using a Couroutine which moves the player to the next position on grid, here it is my Update and DoMove methods:
private void Update()
{
if (!isMoving)
{
input.x = Input.GetAxisRaw("Horizontal");
input.y = Input.GetAxisRaw("Vertical");
if (input.x != 0)
input.y = 0;
if (input != Vector2.zero)
{
animator.SetFloat("Horizontal", input.x);
animator.SetFloat("Vertical", input.y);
var targetPos = transform.position + new Vector3(input.x, input.y, 0f);
// obstacle detection
Vector3Int obstaclesMapTile = obstacles.WorldToCell(targetPos - new Vector3(0, .5f, 0));
if (obstacles.GetTile(obstaclesMapTile) == null)
{
StartCoroutine(DoMove(targetPos));
}
}
animator.SetFloat("Speed", input.sqrMagnitude);
}
}
private IEnumerator DoMove(Vector3 newPos)
{
isMoving = true;
while ((newPos - transform.position).sqrMagnitude > Mathf.Epsilon)
{
transform.position = Vector3.MoveTowards(transform.position, newPos, moveSpeed * Time.fixedDeltaTime);
yield return null;
}
transform.position = newPos;
isMoving = false;
}
Is there anybody which could give me an hint on how to add a jumping feature? ( ideally with animation support?) I am kind of running out of ideas.
Thanks in advance.
Just think of it as animation only. Since it is 2D top down, it's more about it looking like it jumps, and then if it has to go over something while in the jump animation, test for just that.
For example; if over hole and jump animation is playing, then allow movement over the whole, otherwise fall. So if the player presses the button for jump, the animation would play, and there should be some variable storing what animation the player is currently in.

Collision with object on another layer isn't working in Unity?

I have two box colliders in my scene. I am basically manipulating one and the other is stationary and just on the default layer and it also has a rigidbody attached. The other object I am mostly rotating and for some reason it rotates right through the other object. It is on another layer but, I have checked the layer collision matrix and all of the boxes are checked so I'm not sure why the collision isn't happening. Is there a reason for this?
I am Rotating it with transform.Rotate. Neither of the colliders have the isTrigger selected. Any thoughts?
EDIT: Added this to show implementation of rigidbody.MoveRotation
private void FixedUpdate()
{
if (Input.GetKey(KeyCode.Y) && !colliding)
{
if (rigidBody == null)
{
rigidBody = gameObject.AddComponent<Rigidbody>();
rigidBody.isKinematic = true;
rigidBody.useGravity = false;
rigidBody.interpolation = RigidbodyInterpolation.Interpolate;
}
rot = Quaternion.Euler(0, .5f, 0);
rigidBody.MoveRotation(rigidBody.rotation * rot );
}
if (Input.GetKey(KeyCode.I) && !colliding)
{
if (rigidBody == null)
{
rigidBody = gameObject.AddComponent<Rigidbody>();
rigidBody.isKinematic = true;
rigidBody.useGravity = false;
rigidBody.interpolation = RigidbodyInterpolation.Interpolate;
}
rot = Quaternion.Euler(0, -.5f, 0);
rigidBody.MoveRotation(rigidBody.rotation * rot);
}
else if (colliding)
{
rigidBody.MoveRotation(rigidBody.rotation * Quaternion.Inverse(rot));
}
}
Collisions do not happen if you update the position or rotation of any object through the transform. You can receive the OnCollision events but you will not get the desire results if you rotate or move using the transform. Update your code to use the rigidbody for any changes to rotation and position in a fixedUpdate to receive these effects, aka colliding.

Make character only can jump when touching the ground

I want to make a character jump only when he is with his feet on the ground. I don't want him to be able to 'air-jump', so I came with this solution:
if (JumpButtonPressed()) {
if (GetComponent<BoxCollider2D>().IsTouchingLayers(LayerMask.NameToLayer("Ground"))) {
velocity.y = jumpForce;
}
}
The idea is that only when in touch with a "Ground" Layer, it can jump. But this is what happens:
It doesnt work just on his foot. If he is touching a platform by the side, it can jump as well. What could I do?
Use circle overlap with a position vector which is placed at the bottom on the player. Detect layer from there.
You may need to use different layer for platform if you want to write features like ledge grab, jump.
Create a bool isJumping and set it to true while in the air. When it reaches the ground - set it to false. Smth like that if your snippet is in Update():
bool isJumping = false;
if (JumpButtonPressed() && !isJumping) {
if (GetComponent<BoxCollider2D>().IsTouchingLayers(LayerMask.NameToLayer("Ground"))) {
velocity.y = jumpForce;
isJumping = true;
}
}
if (GetComponent<BoxCollider2D>().IsTouchingLayers(LayerMask.NameToLayer("Ground"))) {
isJumping = false;
}