How to make wall push the player in unity3d? - unity3d

How to make wall push the player ?
i had tried to use transform.translate, however i found out directly manipulating transform
component of an object ignores physic, and someone suggest me to use force instead.
however, when i use force, the wall
just stop when it hit my player, as if my player can't be moved.
Below are my code.
using UnityEngine;
using System.Collections;
public class left : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
rigidbody.AddForce (-40 * Time.deltaTime, 0, 0);
if (transform.position.x < -14) {
transform.position = new Vector3(15,15,908);
}
}
}

Increase the mass of the wall or reduce the mass if the player

First of all, you should put a collider on both the box and the player. Then create a script on the player. Something that would tell it that when the box collided with the player, it would move to the destined position, depending on the force applied.
something like
OncollideO(){
player.transform.position.x -= Time.deltaTime * 1;
}
you do not have to set the vectors manually to be able to move them.
you may also use left, right, up, and down in moving gameobjects.
might as well as tell you to research about LERP which may be able to help you in coding it.

Related

Raycast2D hits only one side of Collider

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

Camera follow player around planet

I have a planet and a player moving on it using gravity. I would like to have a camera to follow the player around it. Using the Parent Constraint component works perfectly, but I want to delay the rotation follow, so I have to use a script. I just cannot figure out how to make it follow it around the globe. I either have a camera that completely freaks out, or a camera that sort of follows the player but doesn't move over the planet and always stays in front of it. And often the position following works, but as soon as I add something that changes rotation it only does that. I've tried many different scripts but nothing works. I'm grateful for any help.
EDIT
I'm sorry for not adding an example. At the moment I've tried this script attached to the camera:
public class CameraFollow : MonoBehaviour
{
public GameObject player;
private Vector3 offset;
void Start()
{
offset = transform.position - player.transform.position;
}
void LateUpdate()
{
transform.rotation = Quaternion.Slerp(transform.rotation, player.transform.rotation, 50f * Time.deltaTime);
transform.position = player.transform.position + offset;
}
The camera does mimic the rotation of the player, but the position isn't being follow correctly anymore. It seems mostly stuck in place, moving only very slightly.
In order to have a camera following a GameObject, you need to go to the camera you want following the GameObject, select Add component, write FollowPlayer, press New script, and then press select and add. Edit the script so it contains the following:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FollowPlayer : MonoBehaviour
{
public Transform player;
public Vector3 offset;
// Update is called once per frame
void Update()
{
transform.position = player.position + offset;
}
}
Then, you will need to drag and drop the GameObject you want the camera to follow, in the "Player" box.
Define the offset of the camera from the GameObject, and your'e good to go.

Smooth Camera Follow with Voxel Based Sphere

I am very new to Unity and just got done yesterday following the Roller Ball example on the learn page here at Unity3d.
To practice what I have learned I wanted to try and recreate something similar using my own art and making the game different. I have been playing around with Voxel Art and I am using MagicaVoxel to create my assests. I created the walls, the ground etc.. and all is well.
Then came the player object, the sphere. I created one as close to a sphere as possible with magicaVoxel and it rolls fine. However, when using a script to have the camera follow the object it runs into issues.
If I don't constrain the Y axis then I will get bouncing and as far as the x and z axis I get kind of a Flat Tire effect. Basically the camera doesn't follow smoothly it bounces around, stop go etc...
I have tried making the collider larger then the sphere and even using the position of the collider vs the object itself. I have also tried putting the code in Update / FixedUpdate / LateUpdate. What is the proper way to fix or address something like this? Here is my scripts below:
Camera Controller:
public class CamController : MonoBehaviour {
public GameObject player;
private Vector3 offset;
void Start ()
{
// Get the distance between the player ball and camera.
offset = this.transform.position - player.transform.position;
}
void LateUpdate ()
{
this.transform.position = player.transform.position + offset;
}
}
Player Controller:
public class PlayerController : MonoBehaviour {
public float _speed;
void FixedUpdate()
{
// Get input from keyboard.
float _hoz = Input.GetAxis("Horizontal");
float _ver = Input.GetAxis("Vertical");
// Create a vector3 based on input from keyboard.
Vector3 _move = new Vector3(_hoz, 0.0f, _ver);
// Apply force to the voxel ball
this.GetComponent<Rigidbody>().AddForce(_move * _speed);
}
}
Thanks for any help in advance.
You can use the SmoothFollow Script of Unity it self for getting smooth follow of camera.
Here are the steps how you can get the script:
1) Assets->Import Package->Scripts.
2) At the dialog that appears select all the scripts, or just the smooth follow one and hit Import button.
3) Now this script is in your project, and you can attach it to the camera.
Hope this will help you...
Best,
Hardik.

Building/constructing buildings at runtime

I'm playing around with an FPS where I want my player(s) to be able to build/construct their own buildings from scratch. I've searched around for exisiting solutions/theories, but have so far been unable to find anything suitable to my needs. Please point me in the right direction if I've missed anything.
Where I am right now is that I have three prefabs; floor, wall and wall with a door opening. First I want to instantiate floor tiles which I then can put walls on, and hopefully being able to have the walls snap to the edges/corners of the floor tiles.
Can anyone please point me in the right direction for how to do this? Also, does my desired "work flow" at all make sense? Any pitfalls in there?
Thanks in advance!
UPDATE: Here's what I have in regards to instantiation prefabs, and while this works (except it's like I'm shooting walls), I would like the wall to snap to the corners/edges of the nearest floor (which has already been instantiated in the same fashion.
[RequireComponent (typeof (CharacterController))]
public class PlayerController : MonoBehaviour {
// Declare prefabs here
GameObject wallPrefab;
// Initialise variables before the game starts
void Awake () {
wallPrefab = (GameObject)Resources.Load( "WoodWall" );
}
// This happens every frame
void Update () {
if ( Input.GetButtonDown("Fire1") ) {
// Instantiate new wall
Instantiate( wallPrefab, cc.transform.position + cc.transform.forward + Vector3.up * 1.0f, wallPrefab.transform.rotation );
}
}
}
hmm... well one solution I can think of, is to have the wall raycast downwards in order to find a floor, then move to a predetermined position in relation to that floor (if it found any). Stick this in a script in the wall prefabs:
void Start()
{
var down = transform.TransformDirection (Vector3.down); //down might not actually be the down direction of your object, check to make sure
RaycastHit hit;
if (Physics.Raycast(transform.position, down, out hit) && hit.collider.gameObject.name == "myFloorName") //Maybe use tags here instead of name
{
Vector3 floorPos = hit.collider.gameObject.transform.position;
Vector3 floorSize = hit.collider.gameObject.transform.localScale;
this.transform.position = new Vector3(floorPos.x - floorSize.x/2, floorPos.y - this.tranform.localScale.y/2, floorPos.z); //These might need fiddling with to get right
}
}
void Update()
{
}
Vector3.down may not correspond to the down direction for the wall, since this can depend on the 3d model too, so you might need to fiddle with that. The position might also need fiddling with (this assumes that y corresponds to height, which might not be the case), but hopefully this gives you a rough idea of how it can be done. Also, if you don't know what the name of the floor object is, you could probably check by tags, which is probably easier.
If anything else needs clarifying, leave a comment and I'll get back to you

Unity3D OffNavMesh jump issue

I have set up Unity navigation meshes (four planes), navigation agent (sphere) and set up automatic and manual off mesh links. It should now jump between meshes. It does jump between meshes, but it does that in straight lines.
In other words, when agent comes to an edge, instead of actually jumping up (like off mesh link is drawn) it just moves straight in line but a bit faster. I tried moving one plane higher than others, but sphere still was jumping in straight line.
Is it supposed to be like this? Is it possible to set up navigation to jump by some curve? Or should I try to implement that myself?
I came by this question, and had to dig through the Unity sample. I just hope to make it easier for people by extracting the important bits.
To apply your own animation/transition across a navmesh link, you need to tell Unity that you will handle all offmesh link traversal, then add code that regularly checks to see if the agent is on an offmesh link. Finally, when the transition is complete, you need to tell Unity you've moved the agent, and resume normal navmesh behaviour.
The way you handle link logic is up to you. You can just go in a straight line, have a spinning wormhole, whatever. For jump, unity traverses the link using animation progress as the lerp argument, this works pretty nicely. (if you're doing looping or more complex animations, this doesn't work so well)
The important unity bits are:
_navAgent.autoTraverseOffMeshLink = false; //in Start()
_navAgent.currentOffMeshLinkData; //the link data - this contains start and end points, etc
_navAgent.CompleteOffMeshLink(); //Tell unity we have traversed the link (do this when you've moved the transform to the end point)
_navAgent.Resume(); //Resume normal navmesh behaviour
Now a simple jump sample...
using UnityEngine;
[RequireComponent(typeof(NavMeshAgent))]
public class NavMeshAnimator : MonoBehaviour
{
private NavMeshAgent _navAgent;
private bool _traversingLink;
private OffMeshLinkData _currLink;
void Start()
{
// Cache the nav agent and tell unity we will handle link traversal
_navAgent = GetComponent<NavMeshAgent>();
_navAgent.autoTraverseOffMeshLink = false;
}
void Update()
{
//don't do anything if the navagent is disabled
if (!_navAgent.enabled) return;
if (_navAgent.isOnOffMeshLink)
{
if (!_traversingLink)
{
//This is done only once. The animation's progress will determine link traversal.
animation.CrossFade("Jump", 0.1f, PlayMode.StopAll);
//cache current link
_currLink = _navAgent.currentOffMeshLinkData;
//start traversing
_traversingLink = true;
}
//lerp from link start to link end in time to animation
var tlerp = animation["Jump"].normalizedTime;
//straight line from startlink to endlink
var newPos = Vector3.Lerp(_currLink.startPos, _currLink.endPos, tlerp);
//add the 'hop'
newPos.y += 2f * Mathf.Sin(Mathf.PI * tlerp);
//Update transform position
transform.position = newPos;
// when the animation is stopped, we've reached the other side. Don't use looping animations with this control setup
if (!animation.isPlaying)
{
//make sure the player is right on the end link
transform.position = _currLink.endPos;
//internal logic reset
_traversingLink = false;
//Tell unity we have traversed the link
_navAgent.CompleteOffMeshLink();
//Resume normal navmesh behaviour
_navAgent.Resume();
}
}
else
{
//...update walk/idle animations appropriately ...etc
Its recommended to solve your problems via animation. Just create a Jump animation for your object, and play it at the correct time.
The position is relative, so if you increase the Y-position in your animation it will look like the object is jumping.
This is also how the Unity sample is working, with the soldiers running around.
Not sure what version of unity you are using but you could also try this, I know it works just fine in 4:
string linkType = GetComponent<NavMeshAgent>().currentOffMeshLinkData.linkType.ToString();
if(linkType == "LinkTypeJumpAcross"){
Debug.Log ("Yeah im in the jump already ;)");
}
also just some extra bumf for you, its best to use a proxy and follow the a navAgent game object:
Something like:
AIMan = this.transform.position;
AI_Proxy.transform.position = AIMan;
And also be sure to use:
AI_Proxy.animation["ProxyJump"].blendMode = AnimationBlendMode.Additive;
If you are using the in built unity animation!
K, that's my good deed for this week.
Fix position in update()
if (agent.isOnOffMeshLink)
{
transform.position = new Vector3(transform.position.x, 0f, transform.position.z);
}