In Unity3d using the FPS Controller, how can I keep a constant player speed when auto-walk forward using transform.forward? - unity3d

Using Unity3d First Person Controller, I want the player to move forward automatically in the direction the camera is looking at. It should behave the same as using the arrow keys, except I keep the arrow up key "pressed". I have this working in the script below, however the player slows down as he rotates the first-person camera away from the 0 degrees on the y-axis. When looking towards the 0 degrees on the y-axis, player speed is normal again.
How can I modify the script below so that the player always moves at a constant speed, no matter the camera rotation?
I set this script on the First Person Controller parent node:
public var head : GameObject;
private var motor : CharacterMotor;
// Use this for initialization
function Awake () {
motor = GetComponent(CharacterMotor);
}
// Update is called once per frame
function Update () {
// Retrieve a forward direction based on camera rotation
var directionVector = transform.forward;
directionVector.y = 0;
directionVector.Normalize();
// Apply the direction to the CharacterMotor
motor.inputMoveDirection = transform.rotation * directionVector;
motor.inputJump = Input.GetButton("Jump");
}
// Require a character controller to be attached to the same game object
#script RequireComponent (CharacterMotor)
#script AddComponentMenu ("Character/FPS Input Controller")

Multiply your movement for Time.deltaTime This time is the time between frames.
Example copy from http://docs.unity3d.com/ScriptReference/Time-deltaTime.html
function Update () {
// Move the object 10 meters per second!
var translation : float = Time.deltaTime * 10;
transform.Translate (0, 0, translation);
}

Related

how to make rigidbody slide on diagonal wall collision

I'm struggling a lot with moving Rigidbodies, currently I have this method to move player:
private void SimpleMove()
{
var scaledMovementSpeed = movementSpeed;
_isRunning = false;
if (Run)
{
scaledMovementSpeed *= runMultiplier;
_isRunning = true;
}
var trans = transform;
var forward = trans.forward;
var newDirection = Vector3.RotateTowards(forward, SimpleMoveVector, Time.fixedDeltaTime * rotationSpeed, 0.0f);
trans.rotation = Quaternion.LookRotation(newDirection, trans.up);
var velocity = _rigidbody.velocity;
var velocityChange = new Vector3(forward.x * scaledMovementSpeed, velocity.y, forward.z * scaledMovementSpeed) - velocity;
_rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);
_isMoving = true;
}
Map is build out of simple cubes right now and the player has capsule collider on him with freeze rotation on all axes.
By tweaking force values a little bit I managed to get it to work properly without the need to check for collisions myself but
expected behavior of player going diagonally into wall is to slide perpendicular to its surface. When I get close to cube's corner character slides across but when I'm going diagonally into a wall character just stops. Haven't tried it with analog input yet.
Is there a way to properly make character slide (fe. put proper physics material on him, or the wall?) or do I need to explicitly check and manage these collisions myself for that?
I thought that my turn-and-then-go-forward method might be messing with proper colliding, but I made the turn instant and the behavior was exactly the same.

Player stops move the character direction resets [Unity 2D]

My character is a car and I try to rotate it the direction it move, so far so good I succeeded to do that but once I stop moving the character flips back to the direction it was on the start.
Also how can I make my turns from side to the opposite site smooth ?
Here is my code so far:
[SerializeField] float driveSpeed = 5f;
//state
Rigidbody2D myRigidbody;
// Start is called before the first frame update
void Start()
{
myRigidbody = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
Move();
}
private void Move()
{
//Control of velocity of the car
float HorizontalcontrolThrow = CrossPlatformInputManager.GetAxis("Horizontal"); // Value between -1 to 1
float VerticalcontrolThrow = CrossPlatformInputManager.GetAxis("Vertical"); // Value between -1 to 1
Vector2 playerVelocity = new Vector2(HorizontalcontrolThrow * driveSpeed, VerticalcontrolThrow * driveSpeed);
myRigidbody.velocity =playerVelocity;
**//Direction of the car**
Vector2 direction = new Vector2(HorizontalcontrolThrow, VerticalcontrolThrow);
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
myRigidbody.rotation = angle;
}
I'm not sure about this, but maybe that last line "myRigidbody.rotation = angle" being called every frame is what is making your car reset its rotation.
Maybe change it to "myRigidbody.rotation *= angle" or "myRigidbody.rotation += angle".
It looks like it may be because HorizontalcontrolThrow and VerticalcontrolThrow are going to be reset when you release the controls. If it's resetting to its original orientation, then what's happening is that until you move, those two values are going to be at their default value. You then move and it affects the rotation. But when you release the controls, those values are back to the starting values again, and so is your rotation.
What you therefore need to do is try to separate the HorizontalcontrolThrow and VerticalcontrolThrow from the rest of the code, which should only be activated when at least one of these two variables are not at their default setting (I can't remember what the axis functions return at the moment).
Edit:
An IF statement should suffice (some rough pseudo code):
if (horizontalAxis != default || verticalAxis != default)
{
Rotate/Move
}
I solved the snap rotation using Quaternion at rotation, the issiu I had with it was to convert it from 3d to 2d, through the guide of this clip: youtube.com/watch?v=mKLp-2iseDc and made my adjustments it works just fine !

GameObject is vibrating throughout the movement

I have a GameObject that takes position coordinates from a file. This GameObject moves with vibration rather than smoothly. (as if moving back and forth.)
Here is the code that provides the movement:
int counter = 0;
void Update()
{
var maxDistance = speed_* Time.deltaTime;
var oldPosition = transform.position;
var newPosition = Vector3.MoveTowards(transform.position, positions[counter], maxDistance);
var actualDistance = Vector3.Distance(newPosition, oldPosition);
var distanceRemainder = maxDistance - actualDistance;
if (distanceRemainder > 0.0001)
{
newPosition = Vector3.MoveTowards(newPosition, positions[counter], distanceRemainder);
counter++;
}
transform.localPosition = newPosition;
}
NOTE: The data read from the file is in the "positions" array (x,y,z coordinates).
When I lower the 300f value in the variable maxDistance, the vibration stops and the motion becomes more fluid. However, Gameobject speed is also slowing down. How can I ensure a fast and smooth movement?
SOLUTION:
While looking for a solution of the problem, I came across the this topic. It helped me learn the source of the problem.
I have observed that the GameObject is not vibrating in Scene view, it was moving smoothly. But the object seemed to be vibrating in GameView. The problem is not the moving object, it's the camera function I write to follow it.
The camera function that was written to follow the object has been updated and the problem has disappeared.
One can see more of the solution by going to Post #13 in the link above.
Thanks to everyone trying to help.
This is caused cause you are using your distanceRemainder as your maxDistanceDelta, which I think is incorrect, if you want a smooth movement, you should multiply it for the Time.deltaTime, try:
newPosition = Vector3.MoveTowards(newPosition, positions[counter], distanceRemainder*Time.deltaTime);
Or simply declare speed variable and do:
newPosition = Vector3.MoveTowards(newPosition, positions[counter], speed*Time.deltaTime);
I assume what you want is your object moving with a constant speed to the first position. Once it reaches it, move to the next one.
I would do it in a simple Coroutine which is better to understand and maintain than doing stuff in Update:
private void Start()
{
// todo assign positions
StartCoroutine(RunPositions());
}
private IEnumerator RunPositions()
{
foreach(var position in positions)
{
while(!Mathf.Approximately(Vector3.Distance(transform.position, position), 0))
{
var maxDistance = speed_* Time.deltaTime;
transform.position = Vector3.MoveTowards(transform.position, positions[counter], maxDistance);
// render and continue in the next frame
yield return null;
}
}
}
If you are fine with a precision of 0.00001 you can also simply use
while(transform.position != position)
instead.

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.

MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it (ERROR)

I have a problem that iv been trying to figure out for a couple of says and i cant seem to pin point the cause of it! I have created a first person shooter that consists of a few enemies on a small map. I have two scenes (the main menu and the game level). When my player dies it is takes to the main menu from which you can choose to play the game again. This then reloads the level again. The first time the game is run it runs without any problems. However when i doe and press the play game button again it returns to me a message which states the following "MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it." from the code below I can only see two types which are of GameObject. I have tried to remove the muzzleFlash to see if that is the issue however it makes no difference. I have unticked all the static boxes as i read that this may be the cause of the problem but this did not resolve the problem. this script below is attached to an enemy, I have a PlayerShot script attached to the FPS. Please could someone help?
// speed of the AI player
public var speed:int = 5;
// speed the ai player rotates by
public var rotationSpeed:int = 3;
// the waypoints
public var waypoints:Transform[];
// current waypoint id
private var waypointId:int = 0;
// the player
public var player:GameObject;
// firing toggle
private var firing:boolean = false;
// the Mesh Renderer of the Muzzle Flash GameObject
private var muzzleFlashAgent:GameObject;
/**
Start
*/
function Start()
{
// retrieve the player
player = GameObject.Find("First Person Controller");
// retrieve the muzzle flash
muzzleFlashAgent = GameObject.Find("muzzleFlashAgent");
// disable the muzzle flash renderer
muzzleFlashAgent.active = false;
}
/**
Patrol around the waypoints
*/
function Patrol()
{
// if no waypoints have been assigned
if (waypoints.Length == 0)
{
print("You need to assign some waypoints within the Inspector");
return;
}
// if distance to waypoint is less than 2 metres then start heading toward next waypoint
if (Vector3.Distance(waypoints[waypointId].position, transform.position) < 2)
{
// increase waypoint id
waypointId++;
// make sure new waypointId isn't greater than number of waypoints
// if it is then set waypointId to 0 to head towards first waypoint again
if (waypointId >= waypoints.Length) waypointId = 0;
}
// move towards the current waypointId's position
MoveTowards(waypoints[waypointId].position);
}
/**
Move towards the targetPosition
*/
function MoveTowards(targetPosition:Vector3)
{
// calculate the direction
var direction:Vector3 = targetPosition - transform.position;
// rotate over time to face the target rotation - Quaternion.LookRotation(direction)
transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime);
// set the x and z axis of rotation to 0 so the soldier stands upright (otherwise equals REALLY bad leaning)
transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
// use the CharacterController Component's SimpleMove(...) function
// multiply the soldiers forward vector by the speed to move the AI
GetComponent (CharacterController).SimpleMove(transform.forward * speed);
// play the walking animation
animation.Play("walk");
}
/**
Update
*/
function Update()
{
// calculate the distance to the player
var distanceToPlayer:int = Vector3.Distance(transform.position, player.transform.position);
// calculate vector direction to the player
var directionToPlayer:Vector3 = transform.position - player.transform.position;
// calculate the angle between AI forward vector and direction toward player
// we use Mathf.Abs to store the absolute value (i.e. always positive)
var angle:int = Mathf.Abs(Vector3.Angle(transform.forward, directionToPlayer));
// if player is within 30m and angle is greater than 130 (IN FRONT) then begin chasing the player
if (distanceToPlayer < 30 && angle > 130)
{
// move towards the players position
MoveTowards(player.transform.position);
// if not firing then start firing!
if (!firing) Fire();
}
// if player is within 5m and BEHIND then begin chasing
else if (distanceToPlayer < 5 && angle < 130)
{
// move towards the players position
MoveTowards(player.transform.position);
// if not firing then start firing!
if (!firing) Fire();
}
else
{
// patrol
Patrol();
// stop firing
firing = false;
}
}
/**
Fire at the player
*/
function Fire()
{
// toggle firing on
firing = true;
// check if still firing
while (firing)
{
// hit variable for RayCasting
var hit:RaycastHit;
// range of weapon
var range:int = 30;
// fire the ray from our position of our muzzle flash, forwards "range" metres and store whatever is detected in the variable "hit"
if (Physics.Raycast(muzzleFlashAgent.transform.position, transform.forward, hit, range))
{
// draw a line in the scene so we can see what's going on
Debug.DrawLine (muzzleFlashAgent.transform.position, hit.point);
// if we hit the player
if (hit.transform.name == "First Person Controller")
{
// inform the player that they have been shot
player.GetComponent(PlayerShot).Shot();
// play gunshot sound
audio.PlayOneShot(audio.clip);
// show muzzle flash for X seconds
muzzleFlashAgent.active = true;
yield WaitForSeconds(0.05);
muzzleFlashAgent.active = false;
// wait a second or two before firing again
yield WaitForSeconds(Random.Range(1.0, 2.0));
}
}
// wait till next frame to test again
yield;
}
}
this is the PlayerShot which destroys the gameobject.
// the sound to play when the player is shot
public var shotSound:AudioClip;
// the number of lives
public var lives:int = 3;
/**
Player has been shot
*/
function Shot ()
{
// play the shot audio clip
audio.PlayOneShot(shotSound);
// reduce lives
lives--;
// reload the level if no lives left
if (lives == 0)
{
// destroy the crosshair
Destroy(GetComponent(CrossHair));
// add the camera fade (black by default)
iTween.CameraFadeAdd();
// fade the transparency to 1 over 1 second and reload scene once complete
iTween.CameraFadeTo(iTween.Hash("amount", 1, "time", 1, "oncomplete", "ReloadScene", "oncompletetarget", gameObject));
}
}
/**
Reload the scene
*/
function ReloadScene()
{
// reload scene
Application.LoadLevel("MainMenu");
}
The script attached to the enemy along with the BasicAI is the SoldierShot Script which destroys the gameobject. below is the script.
public var ragdoll:GameObject;
/**
Function called to kill the soldier
*/
function Shot()
{
// instantiate the ragdoll at this transform's position and rotation
Instantiate(ragdoll, transform.position, transform.rotation);
Destroy(GetComponent(BasicAI));
// destroy the animated soldier gameobject
Destroy(gameObject);
}
It seems that you keep a reference to the destroyed GameObject (or am I wrong?).
As opposed to what happens in common C# (and probably javascript) programs that when you have a reference to an object, it will never be garbage collected, in Unity if you destroy the object all your references to it will go to null.
Easy fix, you could delete the gameObject in the "Game Level" and instantiate your soldier on the fly with:
var instance : GameObject = Instantiate(Resources.Load("Soldier"));
You just need to make a Resources folder in your project folder and put the prefab for your solder into it.