I'm tired to handle and solve issues related to multitouch. I'm using maximum 5 touches simultaneously but when two touches are down on two objects and I moved my fingers then that both touches fired TouchPhase.Ended event but not TouchedPhase.Canceled.
I want to fire TouchPhase.Canceled when my fingers are out of those objects.
if (touch.phase == TouchPhase.Began) {
hitObject.GetComponent ().TouchDown (hitObject);
}
if (touch.phase == TouchPhase.Ended) {
hitObject.GetComponent ().TouchExit (hitObject);
}
if (touch.phase == TouchPhase.Moved || touch.phase == TouchPhase.Stationary) {
hitObject.GetComponent ().TouchStay (hitObject);
}
if (touch.phase == TouchPhase.Canceled) {
print ("Touched canceled....");
hitObject.GetComponent ().TouchExit (hitObject);
}
If i understand your comment correctly
Look,I have one object on my screen.I use raycast for detecting that object.in hitObject i m stored that hittedObject and when my fingure touchdown on that object then it works. if i touchup my fingure from that hitted object that is also worked.when my fingure is stayed on that object or i m move my fingure on that hitted object that is also worked. but when during moving my fingure if it is move outside that object at that time TouchPhase.Canceled event should be fired. but that can not worked . That is my issue. How can i solved it ?
and
I want to stop dragging/swapping finger (not moving) on that hitted object how can i do?
you are going to have to restrict the swiping based on the touch position.
var realWorldPos = Camera.main.ScreenToWorldPoint(touch.position);
if(realWorldPos.x < maximumXSwipePosition && realWorldPos.x > minimumXSwipePosition)
{
//do the stuff you want to do
}
//otherwise, don't do it.
Related
I have to push a button (inside a medical patient) multiple times, with OnCollisionEnter(); the problem is that it collides with the patient's mesh and the animations are always triggered, which is not good for me. With OnTriggerEnter(), it works fine as it is a trigger and does not collide with the medical patient's mesh, only with my avatar, which uses hand tracking. I want to call OnTriggerEnter() multiple times. I thought about instantiating the asset again, then destroying the first asset, but I have not gotten any luck. Please help! The following code is attached to my buttons inside the patient, which is to be palpated. How can I trigger OnTriggerEnter multiple times?
private void OnTriggerEnter(Collider other)
{
if (palpation_patient.animation_selection == 6 && palpation_patient.pain_level == 1)
{
palpation_patient.animator.SetLayerWeight(1, 1);
}
if (palpation_patient.animation_selection == 6 && palpation_patient.pain_level == 2)
{
palpation_patient.animator.SetLayerWeight(2, 1);
}
if (palpation_patient.animation_selection == 6 && palpation_patient.pain_level == 3)
{
palpation_patient.animator.SetLayerWeight(3, 1);
}
}
I am trying to destroy a gameObject once it has collided with two other objects with the following code but it does not work.
void OnCollisionEnter(Collision col)
{
if (col.gameObject.tag == "Sphere" && col.gameObject.tag == "Pyramid")
{
Destroy (GameObject.FindWithTag("Pentagon"));
}
}
Can someone offer a correction of my code because I can't seem to figure out how to destroy my "Pentagon"?
The problem is in your first line:
if (col.gameObject.tag == "Sphere" && col.gameObject.tag == "Pyramid")
You cant have 2 tags on a gameObject. I assume what you want to say is || instead of &&.
What are you trying to achieve in that second block of code? Instead of deleting the rigidbody, maybe just set RigidBody.Enabled = false.
Context
I am making a mobile game in which the player is required to touch objects in a specified order. The correct order is determined in a List called clickOrder. To determine the current object the player is supposed to click, currClickIndex is used.
Problem
When touching a correct object, the debug text will display "Correct" for a split second, and will then immediately change to "Wrong." What I am unsure about is why both the if and else blocks are executed when only touching a single object.
Code
void Update()
{
if (Input.touchCount == 1)
{
if (this.enabled)
{
Vector2 worldPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
RaycastHit2D hit = Physics2D.Raycast(worldPoint, Vector2.zero);
if (hit != null && hit.collider != null)
{
// check if the touched object is the correct one
if (hit.collider.gameObject == clickOrder[MyData.currClickIndex])
{
debug.text = "Correct";
MyData.currClickIndex++;
}
else
{
debug.text = "Wrong";
}
}
}
}
}
As soon as the correct object is being touched, you do this:
MyData.currClickIndex++;
which moves you forward in the ordered sequence, and from then on, the previously correct object is not correct anymore. But you're still touching it.
If you want to avoid this, you need to move forward in the sequence after you've touched the correct object.
if (there are touches and the correct object is being touched)
{
set a flag;
}
else if (a flag has been set)
{
MyData.currClickIndex++;
reset the flag;
}
We are building a 3D game and right now I am stuck on an issue where I need to compare multiple tags to activate or deactivate a trigger that sends the player back to the respawn position.
This is currently the code:
#pragma strict
var spawnPoint : GameObject;
function OnTriggerStay ( other : Collider )
{
if (other.tag == "Player" && other.tag != "Ball")
{
other.tag == "Player";
other.gameObject.transform.position = spawnPoint.transform.position;
}
else if ( other.tag == "Ball" && other.tag == "Player" )
{
}
}
I am uncertain how to fix this to do the following:
If the player touches the trigger without there being a ball colliding with it, the player respawns. This is to create the feeling that the particles kill you.
If the player touches the trigger when there is a ball colliding with it as well, nothing happens to the player and so the player can freely pass through.
What we want to do is that we want to push a ball over a geyser so it covers it and if the geyser is not covered and the player tries to pass over it, the player respawns.
We also tried with another code and while it allows the ball to pass, it does not allow the player to do so. Even after the ball has been placed.
#pragma strict
var spawnPoint : GameObject;
function OnTriggerStay ( other : Collider )
{
if (other.tag == "Ball")
{
other.enabled = false;
}
else if (other.tag == "Player")
{
other.gameObject.transform.position = spawnPoint.transform.position;
}
}
So, I believe your problem is, when you use that function, you are only checking the first collision. So whats happening is your getting a value of either the player or the ball, not both. You need to store all the collision so you can compare all of them. To do that you can follow the generals of this documentation. http://docs.unity3d.com/ScriptReference/Collision-contacts.html
It's talking about collisions, but the same general principle should apply.
Hope this helps!
Please Guys help, I am new to Unity and programming:
I have a two Bouncing Ball, tag as BouncingBall1 and BouncingBall2, I want when a bullet hit both to destroy and if the time have not exceeded displaySecond and you have destroy the balls you win, but my problem is the OnCollisionEnter is not working. The part of wining is not working the rest are, my code fragment is below.
function OnCollisionEnter(col.collision) {
if ((displaySecond < 30) && (
col.gameObject.tag ==
BouncingBall1 == null &&
col.gameObject.tag ==
BouncingBall1 == null)) {
print("You have won");
}
}
col.gameObject.tag == BouncingBall1 == null
I think the problem is with the way you check if an object is destroyed. This isn't the way to do it. Also, you're checking if two identical lines of code are identical. So this will always return true if the display second is lower than 30.
Try changing it to
if ( (displaySecond < 30) &&
(col.gameObject.tag == "BouncingBall1") ) {
Debug.Log("You have won!")
}
It sounds like you want keep track of whether each ball has been destroyed and display "You have won" when both have been destroyed. This code is a little crude but should achieve this:
var ball1Destroyed = false;
var ball2Destroyed = false;
...
function OnCollisionEnter(col : Collision) {
if (col.gameObject.tag == "BouncingBall1") {
ball1Destroyed = true;
}
if (col.gameObject.tag == "BouncingBall2") {
ball2Destroyed = true;
}
if (displaySecond < 30 && ball1Destroyed && ball2Destroyed) {
Debug.Log("You have won");
}
}
This code assumes that the only collisions will be between bullets and balls (not between one ball and another), this can be done with collision layers.