I am making a 2D game. I got a character and some tiles. The tiles are 1 x 1 unit, and placed in scene.
I used the following codes to move my character. Here is my character ("Hero")'s code:
public class Hero : MonoBehaviour {
private Vector2 speedX = new Vector2(1, 0);
private Vector2 speedY = new Vector2(0, 1);
void Update () {
if(Input.GetKey("left")) {
rigidbody2D.MovePosition(rigidbody2D.position - speedX * Time.deltaTime);
} else if(Input.GetKey("right")) {
rigidbody2D.MovePosition(rigidbody2D.position + speedX * Time.deltaTime);
} else if(Input.GetKey("up")) {
rigidbody2D.MovePosition(rigidbody2D.position + speedY * Time.deltaTime);
} else if(Input.GetKey("down")) {
rigidbody2D.MovePosition(rigidbody2D.position - speedY * Time.deltaTime);
}
}
}
It works, but it does not move as expected. It moves around 0.2 units when I press the arrow key once. How can I make the player moves 1 unit per key down ?
What did I miss?
Documentation: Rigidbody2D.MovePosition
From what I see, it looks like you want to achieve instant movement of character to new position once key is pressed. If so, you have two errors here:
You don't need to multiply speed (speedX or speedY) by Time.deltaTime.
Input.GetKey is not what you want to use, because it will return true in every frame where key is pressed (not once per key pressing). Instead, you need to use Input.GetKeyDown.
So, your code should look like this:
public class Hero : MonoBehaviour {
private Vector2 speedX = new Vector2(1, 0);
private Vector2 speedY = new Vector2(0, 1);
void Update () {
if(Input.GetKeyDown("left")) {
rigidbody2D.MovePosition(rigidbody2D.position - speedX);
} else if(Input.GetKeyDown("right")) {
rigidbody2D.MovePosition(rigidbody2D.position + speedX);
} else if(Input.GetKeyDown("up")) {
rigidbody2D.MovePosition(rigidbody2D.position + speedY);
} else if(Input.GetKeyDown("down")) {
rigidbody2D.MovePosition(rigidbody2D.position - speedY);
}
}
}
Related
I'm trying to replicate the movement from Subway Surfers in Unity but I can't achieve that.
The character is located in the position 0 in the x-axis and when the left button is pressed the player will subtract 3 from the current position, and if the right button is pressed the player will add 3 to the current position making him move between -3,0,3 in the x-axis and all of this keeping the y and z axes unchanged.
I've tried using both Lerp and Slerp but I just couldn't achieve what I wanted. I've come down to a broken code that also changes the y, z-axis what I don't want to do:
var currPos = transform.position;
var currPosX = currPos.x;
if (Input.GetKeyUp(KeyCode.A))
{
if (currPosX > -horizontalSteps)
{
var newPos = new Vector3(currPosX - horizontalSteps, currPos.y, currPos.z);
newPos = Vector3.Slerp(currPos, newPos, 3);
Controller.Move(newPos);
}
}
if (Input.GetKeyUp(KeyCode.D))
{
if (currPosX < horizontalSteps)
{
var newPos = new Vector3(currPosX + horizontalSteps, currPos.y, currPos.z);
newPos = Vector3.Slerp(currPos, newPos, 3);
Controller.Move(newPos);
}
}
there is a very simple way
the character have 3 states so let's say we have a state variable (-1 , 0 , 1) for left, mid, and right
, and init with 0
if the player press right state++, if press left state--
completed if statement
if(button.right && state < 1) state++; "move right script";
else if(button.left && state > -1) state-- "move left script";
well,
about moving
I prefer Vector3.MoveTowards()for smoothly moving and avoid issues
try this example
using UnityEngine;
using UnityEngine.UI;
public class movv : MonoBehaviour
{
public Button right;
public Button left;
public float speed;
private int state = 0;
void Start()
{
Button btn = right.GetComponent<Button>();
btn.onClick.AddListener(delegate { moveright(); });
Button btn2 = left.GetComponent<Button>();
btn2.onClick.AddListener(delegate { moveleft(); });
void moveright()
{
if (state < 1) state++;
}
void moveleft()
{
if(state > -1) state--;
}
}
void Update()
{
Vector3 x = new Vector3 (state * 3, transform.position.y, transform.position.z);
transform.position = Vector3.MoveTowards(transform.position, x, speed * Time.deltaTime);
}
}
that's a quick one...
Hint:
this code works when the character position on the x-axis equal to 0
if not,
this is a general example,
using UnityEngine;
using UnityEngine.UI;
public class movv : MonoBehaviour
{
public Button right;
public Button left;
public float speed;
private Vector3 x;
private int state = 0;
private int target = 0;
void Start()
{
x = transform.position;
Button btn = right.GetComponent<Button>();
btn.onClick.AddListener(delegate { moveright(); });
Button btn2 = left.GetComponent<Button>();
btn2.onClick.AddListener(delegate { moveleft(); });
void moveright()
{
if (state < 1)
{
target = 1;
x = new Vector3(transform.position.x + target * 3, transform.position.y, transform.position.z);
state++;
}
}
void moveleft()
{
if (state > -1)
{
target = -1;
x = new Vector3(transform.position.x + target * 3, transform.position.y, transform.position.z);
state--;
}
}
}
void Update()
{
transform.position = Vector3.MoveTowards(transform.position, x, speed * Time.deltaTime);
}
}
this code does so when I press the A key or the B key, the elevator stops upwards on the first or second floor.
The question is
How do I modify the code that when the elevator is on the second floor, for example, and I press the A key again to make the elevator go down to the first floor?
Question two
If I replace
if (Input.GetKey (KeyCode.A)) {}
with this
if (Input.GetKeyUp (KeyCode.Keypad1)) {}
so the code does not work. Why?
Thank you for advice
Sorry for the bad English. Here is the code
public GameObject lift;
private bool keyHHit=false;
private bool keyHHitB=false;
void Update ()
{
if (Input.GetKey(KeyCode.B))
{
keyHHit=true;
}
if( keyHHit==true)
{
if(transform.localPosition.y >= 14.52)
{
transform.Translate(new Vector3(0, 0, 0) * 2 * Time.deltaTime, Space.Self);
}
else
{
transform.Translate(new Vector3(0, 2, 0) * 2 * Time.deltaTime, Space.Self);
}
}
if (Input.GetKey(KeyCode.A))
{
keyHHitB=true;
}
if( keyHHitB==true)
{
if(transform.localPosition.y >= 8.52)
{
transform.Translate(new Vector3(0, 0, 0) * 2 * Time.deltaTime, Space.Self);
}
else
{
transform.Translate(new Vector3(0, 2, 0) * 2 * Time.deltaTime, Space.Self);
//transform.Translate(Vector3.up * 0.05f);
}
}
}
So if I understand you correctly
you have two or 3 floors (doesn't matter, could be more later).
Once you press a button you want to move towards the target floor until you reach there. "Lock" input meanwhile
Once you reached a floor "unlock" Input again and allow to also go down if the current floor is above the target floor
I would use a Coroutine and Vector3.Lerp for this.
First lets have a class for floors so it is easier to add additional floors later
[Serializable]
public class FloorSetting
{
public KeyCode Key;
public Vector3 Position;
}
Then simply have an array of all floors target positions and according keys
// Configure these floors in the Inspector
// simply add the entries you need and adjust buttons and target positions
[SerializeField] private FloorSetting[] floors;
[SerializeField] private float moveUnitsPerSecond = 1f;
// This flag is for blocking any Input while moving
// thus preventing concurrent routines
private bool isMoving;
private void Update()
{
// if already moving do nothing
if(isMoving) return;
// check if any of the configured keys was pressed and start moving
// towards the according position
foreach(var floor in floors)
{
// You want to use GetKeyDown to only get the first press event
// you don't care about continues press since you will keep moving automatically until reaching the floor
if(Input.GetKeyDown(floor.Key))
{
StartCoroutine(MoveRoutine(floor.Position));
}
}
}
private IEnumerator MoveRoutine(Vector3 targetPosition)
{
// block concurrent routine
if(isMoving) yield break;
isMoving = true;
// Get the duration of movement
var startPosition = transform.position;
var duration = Vector3.Distance(startPosition, targetPosition) / moveUnitsPerSecond;
// Move smoothly towards the target position and add some easing
var timePassed = 0f;
while(timePassed <= duration)
{
// A interpolation factor between 0 and 1
var factor = timePassed / duration;
// optionally add ease-in and out
factor = Mathf.SmoothStep(0, 1, factor);
// Set the position to an interpolated position between start and target depending on the factor
transform.position = Vector3.Lerp(startPosition, targetPosition, factor);
// increase by the time passed since last frame
timePassed += Time.deltaTime;
// Tells Unity to "pause" the routine here, render this frame
// and continue from here in the next frame
yield return null;
}
// Just to be sure in he end set it to hard position
transform.position = targetPosition;
// optionally add some cooldown in seconds
yield return new WaitForSeconds(1f);
// Release the lock so next move can start now
isMoving = false;
}
If you don't need the easing you could as well also implement it lot easier using Vector3.MoveTowards like e.g.
while(!Mathf.Approximately(Vector3.Distance(transform.position, targetPosition), 0)
{
transform.position = Vector3.MoveTowards(transform.position, targetPosition, moveUnitsPerSecond);
yield return null;
}
transform.position = targetPosition;
Note: Typed on smartphone but I hope the idea gets clear
I can write somehow this code for optimization?
If not use coroutines, when I click on space the next jump has more force and so on.
If use rb.MovePosition, the character will move as if 15 fps. I know, change Time in settings. But I want to know if exist another method...
private void Update() {
if(Input.GetKeyDown(KeyCode.Space)) {
StopAllCoroutines();
StartCoroutine(Jump());
}
}
private IEnumerator Jump() {
if(rb.bodyType != RigidbodyType2D.Dynamic) {
rb.bodyType = RigidbodyType2D.Dynamic;
}
rb.constraints = RigidbodyConstraints2D.FreezePositionY;
_pos = transform.position;
for (float t = 0; t < 1; t += Time.deltaTime * 4f)
{
transform.position = Vector3.Lerp(transform.position, new Vector3(transform.position.x, _pos.y + .35f, transform.position.z), t);
yield return null;
}
rb.constraints = RigidbodyConstraints2D.None;
}
Rigidbodies exist so you don't need to directly adjust an object's transform. Since you have a Rigidbody2d you can just set the velocity directly:
public float jumpSpeed = 5f; // Whatever feels right
private void FixedUpdate() {
if(Input.GetKeyDown(KeyCode.Space)) {
rb.velocity = Vector2.up * jumpSpeed;
}
}
(Edited to use velocity instead of AddForce)
I have a test 2D game where my player moved from left to right and when he reached the end of the screen it would just transform on the other side. I had a change of heart and made my player move diagonally. It did work, but I have no idea how to make the player stop when it hits the end of the screen. I don't want it to transform on the other side, but rather just stop. So far all my results are either some glitching on the edges or not stopping at all. I have provided my PlayerController script. Right now my player moves diagonally and he will just continue after the edge of the screen. If anyone can assist me I would be very grateful. I never thought I will deal with diagonal movement, but I really want to learn how to do it.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerController : MonoBehaviour {
public float speed = 7;
public float speedy = 7;
public event System.Action OnPlayerDeath;
float screenHalfWidthInWorldUnits;
Rigidbody2D rb;
void Start () {
rb = GetComponent<Rigidbody2D>();
float halfPlayerWidth = transform.localScale.x / 2f;
screenHalfWidthInWorldUnits = Camera.main.aspect * Camera.main.orthographicSize;
}
void Update()
{
float inputX = Input.GetAxisRaw("Horizontal");
float velocity = inputX * speed;
transform.Translate(Vector2.right * velocity * Time.deltaTime);
}
public void MoveRight()
{
rb.velocity = new Vector2(speed, speedy);
}
public void MoveLeft()
{
rb.velocity = new Vector2(-speed, -speedy);
}
public void Stop()
{
rb.velocity = Vector2.zero;
}
void OnTriggerEnter2D(Collider2D triggerCollider)
{
if (triggerCollider.tag =="Box")
{
if (OnPlayerDeath != null)
{
OnPlayerDeath();
}
Destroy(gameObject);
}
}
}
You can check if the player is at what you define as the border of the map.
If you check this for the x and y axis respectively, you can then lock his x or y axis to the border and not further.
Here is an example of a script I made earlier that does that.
If I understand you correctly you would like to be able to move diagonally. In my sample script below you can move both straight and diagonally, you can also warp between the edges or stop at the edges as you spoke of wanting to.
This script is a bit more advanced than what you need probably, so let me know if something about it confuses you.
Please note that if you set the boolean _ShouldWarp to false he will stop at the border, otherwise he will warp from edge to edge of the map.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
public float _Speed = 5f;
public WorldBounds _WorldBounds;
public bool _ShouldWarp; //If _ShouldWarp is false, will block players movement instead.
void Update()
{
Move();
WarpIfAtBoundary();
}
void Move()
{
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
transform.Translate(Vector3.right * Time.deltaTime * _Speed * horizontal);
transform.Translate(Vector3.up * Time.deltaTime * _Speed * vertical);
}
void WarpIfAtBoundary()
{
//X Axis
//If player is at positive X boundary
if (transform.position.x > (_WorldBounds.xPlus + _WorldBounds.xBuffer))
{
if (_ShouldWarp) //Teleport/warp player is set to enabled
{
transform.position = new Vector3(_WorldBounds.xMinus, transform.position.y, transform.position.z);
}
else //Otherwise keep player in border position
{
transform.position = new Vector3(_WorldBounds.xPlus + _WorldBounds.xBuffer, transform.position.y, transform.position.z);
}
}
//Else if player is at negative X boundary
else if (transform.position.x < (_WorldBounds.xMinus - _WorldBounds.xBuffer))
{
if (_ShouldWarp)//Teleport/warp player is set to enabled
{
transform.position = new Vector3(_WorldBounds.xPlus, transform.position.y, transform.position.z);
}
else //Otherwise keep player in border position
{
transform.position = new Vector3(_WorldBounds.xMinus - _WorldBounds.xBuffer, transform.position.y, transform.position.z);
}
}
//Y Axis
//If player is at positive Y boundary
if (transform.position.y > (_WorldBounds.yPlus + _WorldBounds.yBuffer))
{
if (_ShouldWarp)//Teleport/warp player is set to enabled
{
transform.position = new Vector3(transform.position.x, _WorldBounds.yMinus, transform.position.z);
}
else //Otherwise keep player in border position
{
transform.position = new Vector3(transform.position.x, _WorldBounds.yPlus + _WorldBounds.yBuffer, transform.position.z);
}
}
//Else if player is at negative Y boundary
else if (transform.position.y < (_WorldBounds.yMinus - _WorldBounds.yBuffer))
{
if (_ShouldWarp)//Teleport/warp player is set to enabled
{
transform.position = new Vector3(transform.position.x, _WorldBounds.yPlus, transform.position.z);
}
else //Otherwise keep player in border position
{
transform.position = new Vector3(transform.position.x, _WorldBounds.yMinus - _WorldBounds.yBuffer, transform.position.z);
}
}
}
}
//Set as serializable so it displays correctly in Unity's inspector window.
[System.Serializable]
public class WorldBounds
{
[Header("Bounds")]
public float xMinus = -9.4f;
public float xPlus = 9.4f;
public float yMinus = -9.4f;
public float yPlus = 9.4f;
[Header("BufferZone")]
public float xBuffer = 1f;
public float yBuffer = 1f;
}
EDIT:
With your additions will I be able to assign the movement to my two buttons. One is up and right and the other is down and left.
void Move()
{
float horizontal = Input.GetAxisRaw("Horizontal");
transform.Translate(Vector3.right * Time.deltaTime * _Speed * horizontal);
transform.Translate(Vector3.up * Time.deltaTime * _Speed * horizontal);
}
This should work to move diagonally left and down as well as up and right.
The change i made is to use the Horizontal input for both X and Y movement.
I don't need the warp. Just to step at the defined borders
You can set the Warp boolean to false or remove the warp parts from the code then :-), should work.
I am new to unity and I am trying to make a simple task: touch an object and then release your touch. when you release, I want to check in which side of the screen you released your touch and then move the object to that side of the screen.
So if I am pressing on my object, then swiping my finger to thr giht side, the object will move left and same for the right side...
This is my code, attached to the game object, and for some reason the object is just going to the right side of the screen. and it do it immidietly even though I used Lerp.
void OnMouseUp()
{
Vector3 pos = Input.mousePosition;
Debug.Log("press off");
if (pos.x < Screen.width / 2)
{
transform.position = Vector3.Lerp(transform.position, new Vector3(0,0,0), 2f * Time.deltaTime);
}
else
{
transform.position = Vector3.Lerp(transform.position, new Vector3(Screen.width, 0, 0), 2f * Time.deltaTime);
}
}
thank you!
So After a lot of trying this worked out for me:
public float smoothing = 7f;
IEnumerator MoveCoroutine(Vector3 target)
{
while (Vector3.Distance(transform.position, target) > 0.05f)
{
transform.position = Vector3.Lerp(transform.position, target, smoothing * Time.deltaTime);
yield return null;
}
}
void OnMouseUp()
{
Plane p = new Plane(Camera.main.transform.forward, transform.position);
Ray r = Camera.main.ScreenPointToRay(Input.mousePosition);
float d;
if (p.Raycast(r, out d))
{
Vector3 target = r.GetPoint(d);
if (target.x > 0)
{
Debug.Log("right:" + target.x + " total: " + Screen.width);
target.x = 5;
target.y = 0;
}
else
{
Debug.Log("left:" + target.x + " total: " + Screen.width);
target.x = -5;
target.y = 0;
}
StartCoroutine(MoveCoroutine(target));
}
}
not sure what the Ray casting does, I would be glad if someone can explain.
You code is almost right. You just need to define target positions and have Lerp called each time in update function.
A simple solution is to define two empty objects as position targets and pass them as parameters to the function.
using UnityEngine;
using System.Collections;
public class ClickTest : MonoBehaviour {
public Transform posLeft;
public Transform posRight;
private Vector3 destPos;
void Setup()
{
// default target is init position
destPos = transform.position;
}
// Update is called once per frame
void Update () {
// Define target position
if (Input.GetMouseButtonUp (0)) {
Vector3 pos = Input.mousePosition;
Debug.Log("press off : "+pos+ " scren : "+Screen.width);
if (pos.x < Screen.width / 2)
{
Debug.Log("left");
destPos = posLeft.position;
}
else
{
Debug.Log("right");
destPos = posRight.position;
}
}
// update position to target
transform.position = Vector3.Lerp(transform.position, destPos, 2f * Time.deltaTime);
}
}
Screenshot with empty objects as parameters