I make 7 cubes and I want to auto drop when the game starts. So I use Gravity to make objects fall. When the game start all cubes are dropped automatically but I want to make it happen again and again. I do not have any idea how to make it. So if you know, please tell me how to make it.
You can do it easily by attaching a script to falling objects to re-position them after going out of focus of the camera or reaching a specific location on the 3D space.
Some simple scripts like this would do,
//Change this to suit your needs
void Update()
{
if (renderer.IsVisibleFrom(Camera.main))
{
Debug.Log("Still Visible");
}
else
{
Debug.Log("Not visible");
transform.position = new Vector3(x, y, z);
}
}
This will not dynamically spawn object nor destroy it would rather reuse existing.
Make your cube into a prefab. Then create a GameObject somewhere in your scene and attach a script to it that spawns the cubes every x seconds.
public Transform MyPrefab;
private float timer = 0f;
void Update() {
timer += Time.deltaTime;
// Spawn a new block every second
if (timer > 1f) {
Instantiate(MyPrefab);
timer -= 1f;
}
}
In the inspector, drag your prefab to the MyPrefab property of your spawning object so it knows what to instantiate.
You should probably attach a script to your prefab cubes that calls Destroy() on them once they fall completely off screen.
Related
I want a knock Back effect with this code but I dont know how.
I am new to coding still learning stuff !
This is my code where i want the KnockBack to have effect.
PlayerMovement.MyBody is a script with the rigidbody attached.
/// <summary>
/// If We CanDamage LifeScorecount minus 1 and stes CanDamage to false and starts Coroutine.
/// If Life is higher than 0 change thet text to the new life
/// If life is 0 then stop Time and start Coroutine RestartGame
/// </summary>
public void DealDamage()
{
if(CanDamage)
{
Anim.Play("Stun");
LifeScoreCount--;
Vector2 direction = (transform.position, 0);
PlayerMovement.myBody.AddForce(direction * -10f);
if (LifeScoreCount >= 0)
{
TextLife.text = "x" + LifeScoreCount;
}
if (LifeScoreCount == 0)
{
Time.timeScale = 0f;
StartCoroutine(RestartGame());
}
CanDamage = false;
StartCoroutine(WaitForDamage());
}
}
It depends on how you implemented your Movement and how you want your knock back to look like.
Assuming you simply want to push the rigidbody away, you can add a force like you already tried. To use a "one-time" push, you can use ForceMode.Impulse.
For the direction you want to use two points. The transform.position of the object, getting pushed away, subtracted by the transform.position of the object, which is pushing the character away.
So if you want an enemy to push away the player, you could try something like this:
Vector3 playerPosition = new Vector3(transform.position.x, 0, transform.position.z);
Vector3 enemyPosition = new Vector3(enemy.transform.position.x, 0, enemy.transform.position.z);
Vector3 knockbackDirection = (playerPosition - enemyPosition).normalized;
float power = 2f
rb.AddForce(knockbackDirection * power, ForceMode.Impulse);
If you also want the knockback to work along the y-axis, just use the Transform positions instead of the new Vector3.
If you don't have the reference to the enemy, you maybe want to add a parameter, so whenever an enemy damages the player, he will pass his own position as a parameter.
And maybe consider using a SerializeField for the knockback force, so you can easily edit it in the editor.
I want to make sure that various objects moving at high speed cannot pass through walls or other objects. My thought process was to check via Raycast if a collision has occurred between two moments of movement.
So the script should remember the previous position and check via Raycast for collisions between previous and current position.
If a collision has occurred, the object should be positioned at the meeting point and moved slightly in the direction of the previous position.
My problem is that works outside the map not inside. If I go from inside to outside, I can go through the walls. From outside to inside not.
Obviously I have misunderstood something regarding the application with raycasts.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ObsticalControll : MonoBehaviour
{
private Vector3 positionBefore;
public LayerMask collisionLayer = 9;
private Vector3 lastHit = new Vector3(0, 0, -20);
// Start is called before the first frame update
void Start()
{
positionBefore = transform.position;
}
private void OnDrawGizmos()
{
Gizmos.DrawCube(lastHit, new Vector3(.2f,.2f,.2f));
}
// Update is called once per frame
void Update()
{
Vector3 curruentMovement = transform.position;
Vector2 dVector = (Vector2)transform.position - (Vector2)positionBefore;
float distance = Vector2.Distance((Vector2)positionBefore, (Vector2)curruentMovement);
RaycastHit2D[] hits = Physics2D.RaycastAll((Vector2)positionBefore, dVector, distance, collisionLayer);
if(hits.Length > 0)
{
Debug.Log(hits.Length);
for (int i = hits.Length -1 ; i >= 0 ; i--)
{
RaycastHit2D hit = hits[i];
if (hit.collider != null)
{
Debug.Log("hit");
lastHit.x = hit.point.x;
lastHit.y = hit.point.y;
Vector3 resetPos = new Vector3(hit.point.x, hit.point.y, transform.position.z) + positionBefore.normalized * 0.1f;
transform.position = new Vector3(resetPos.x, resetPos.y, transform.position.z);
}
}
}
positionBefore = transform.position;
}
}
Theres a better way to deal with this that unity has built in.
Assuming the object thats moving at a high speed has a RigidBody(2d in your case) you can set its Collision Detection to Continuous instead of Discrete.
This will help collisions with high speed collision, assuming that its moving at high speed and the wall is not moving.
If for some reason you cannot apply this to your scenario, Ill try to help with the raycast solution.
However, I am still wondering about the collision behavior of my raycast script. That would be surely interesting, if you want to calculate shots or similar via raycast
Alright, so your initial idea was to check if a collision had occurred, By checking its current position and its previous position. And checking if anything is between them, that means a collision has occurred. And you would teleport it back to where it was suppose to have hit.
A better way todo this would be to check where the GameObject would be in the next frame, by raycasting ahead of it, by the distance that it will travel. If it does hit something that means that within the next frame, it would have collided with it. So you could stop it at the collision hit point, and get what it has hit. (This means you wouldn't have to teleport it back, So there wouldn't be a frame where it goes through then goes back)
Almost the same idea but slightly less complicated.
Problem would be that if another object were to appear between them within the next frame aswell, it could not account for that. Which is where the rigidbody.movePosition shines, And with OnCollisionEnter you can detect when and what it collided with correctly. Aswell as without the need to teleport it back
I wanted to make a vertically scrolling background with 3D assets (2D pictures works fine, but i wanted the cool lighting effect), and i kept failing doing something i though would be so simple.
so here's my current progress:
public Vector3 target;
private Transform Top_Top_Left_Rescroll;
void Start (){
target = GameObject.FindGameObjectWithTag ("Top_Top_Left_Rescroll").GetComponent<Transform>();
}
void Update () {
if (gameObject.transform.position.y <= -12) {
gameObject.transform.position = new Vector3 (target.x, target.y, target.z);
}
}
}
The object resets it's position to 0 after the if statement (the rotation and scale weren't affected), and i ran out of ideas to do what i want.
You are passing a Transform to a Vector3.
try :
target = GameObject.FindGameObjectWithTag("Top_Top_Left_Rescroll").transform.position;
ps: I'm not sure if you really want your target position to never change, but you are passing it's value during Start() so you will always place your gameObject in every frame at the same initial position.
I'm trying to learn Unity by myself. I'm recreating pong in 3d with Unity objects. I started a few minutes ago and every time I throw any input into the pad its y coordinate shifts to 2.6, I have no idea why. Can someone help?
public class PadMovement : MonoBehaviour {
private CharacterController pad;
private Vector3 direction;
private Vector3 movement;
[SerializeField] private float speed = 50.0f;
// Use this for initialization
void Start() {
pad = GetComponent<CharacterController>();
}
// Update is called once per frame
void Update() {
direction = new Vector3(Input.GetAxis("Horizontal"), 0, 0);
movement = direction * speed;
pad.Move(movement * Time.deltaTime);
}
}
SOLVED: there was a capsule collider out of place!
Afternoon, I recently copied your code into a 'Unity3d', ".cs", File and actually I created a cube and placed my game into a 2d mode, After this I named my file "PadMovement", after that I dragged it onto my newly created cube, Once I had done that I tried to click play and noticed that my cube didn't have a "CharacterController", attached to my cube, Once I had done that and clicked play I was eligible to have my "paddle", smoothly move around the screen # 50.0f along the X axis.
Knowingly, My Input came from the "Character Controller", My Speed came from the Serial field you had for speed!
Do you by any chance have a CapsuleCollider Component or some other collider on the same GameObject that you have this PadMovement Component on? That sounds like a height where it might just be trying to pop the object out of ground collision.
It should be harmless if that's all it is. If you really want an object to be at y of 0 you can attach it to a parent object and have that parent stay at 0.
I'm developing a simple game in Unity2D, in which several monsters eat things that are dragged to them. If the right object is dragged to the monster, the score goes up by one and the monster should make a happy face, otherwise, score goes down and makes a sad face. This is the code I'm using for that (minus the transitions to happy/sad):
if (transform.name.Equals ("yellow")){
if (collinfo.name.Equals ("plastic(Clone)")) {
Debug.Log ("+1");
audio.Play ();
GameSetup.playerScore += 1;
gs.GetComponent<GameSetup>().removeit(aux);
}
else {
Debug.Log ("-1");
audio.Play ();
if (GameSetup.playerScore == 0)
{}
else
{
GameSetup.playerScore -= 1;
}
gs.GetComponent<GameSetup>().removeit(aux);
}
The audio played is just a 'munching' sound.
I want the monster to change sprites to happyFace (via GameObject.GetComponent ().sprite = happyFace), wait one second and then switch back to it's normal sprite, but don't know how to implement that waiting period.
Any and all help would be much appreciated.
This can be implemented several ways, however, I would use a method that returns an IEnumerator like so…
This assumes you have a variable in your script that has a reference to the SpriteRenderer that is attached to the GameObject with this script.
SpriteRenderer sr = GetComponent <SpriteRenderer> ();
I also assume you have an original sprite and the possible sprites to change to as variables too.
public Sprite originalSprite;
public Sprite happyFaceSprite;
public Sprite sadFaceSprite;
public IEnumerator ChangeFace (Sprite changeToSprite)
{
sr.sprite = changeToSprite;
yield return new WaitForSeconds (1.0f);
sr.sprite = originalFaceSprite;
}
You would then call this function with the applicable sprite as the variable.
if (happy)
StartCoroutine (ChangeFace (happyFaceSprite);
else
StartCoroutine (ChangeFace (sadFaceSprite);
Because the ChangeFace method returns an IEnumerator, we must call that function with the StartCoroutine function. The method will run until it reaches the yield return new WaitForSeconds (1.0f) function, then wait for 1.0f seconds and then resume where it stopped last time.
Understand?
Note
I haven't tested this but I don't see why it wouldn't work.
Put a floating point variable in your monster controller, call it happyTimer or something. It should start at zero.
Then in your Update function you should check happyTimer is above zero. If it is, then subtract Time.deltaTime and check again. If happyTimer is zero or below for the second check, then call your function that resets the sprite.
When you set the sprite to "happy face", also set happyTimer = 1. This will begin the countdown starting with the next Update call.
The relevant part of Update would look like this:
if(happyTimer > 0) {
happyTimer -= Time.deltaTime;
if(happyTimer <= 0) {
resetSprite();
}
}