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);
}
Related
I'm making a turn-based grid-based game with a top-down perspective. Enemies move when the player moves, like a traditional roguelike.
Each character in the game (including the hero and enemies) has a futurePosition attribute that determines where they're supposed to move next. When the player presses a direction key, the hero's futurePosition is set to the direction indicated by the key, then every enemies' futurePosition is updated as well. The code in the Update() function of those characters looks like this :
public virtual void Update() {
if (MustMoveObject()) {
transform.position = Vector3.MoveTowards(transform.position, futurePosition, inverseMoveTime * Time.deltaTime);
} else if (attacking) {
Attack();
futurePosition = Vector3Int.RoundToInt(futurePosition);
}
}
Note: MustMoveObject() returns true if futurePosition and transform.position are not equal
If the game detects there's an enemy in the direction the player is going towards, it will attack it instead. The code looks like this:
MovingObject enemyToAttack = GameManager.instance.CheckForCreatureCurrentPosition(pos);
if (enemyToAttack != null)
{
target = enemyToAttack;
cameraFollow=false;
attacking=true;
animator.SetTrigger("attack");
futurePosition = Vector3.Lerp(transform.position, pos, 0.2f);
} else {
target=null;
cameraFollow=true;
futurePosition = pos;
}
As you can see in the code above, when attacking an enemy, the futurePosition attribute is set at about one fifth (or 20%) of the distance between the hero and the enemy, and "attacking" is set to true. When the player reaches that point in the Update() function, it attacks the enemy and then goes back to its original position. I hope this is clear so far.
Here's my problem : I recently added a test animation for the hero when it attacks, but the animation doesn't start when it should at animator.SetTrigger("attack");. It only activates after the movements of both the hero and the enemies is over. I know that this is the problem because if I replace the line transform.position = Vector3.MoveTowards(transform.position, futurePosition, inverseMoveTime * Time.deltaTime); with transform.position = futurePosition;, it makes the deplacement immediate and the animation triggers instantly. I want the animation to occur while the object is moving towards futurePosition.
Here's what the transition looks like in the inspector (I start from AnyState instead of IdleRight because I just wanted to test things out) :
Screenshot
As you can see, there's no exit time. There's also no delay in the animation itself, I've checked. Everything else is working as expected.
I'm also using Unity version 2019.4.37f1, I'm not sure whether that's relevant.
I hope I made my problem clear and that someone has an idea of what to do. I've searched for a solution, but it didn't seem like anyone had the same issue. If anything, it seemed most people had the opposite problem, where the object wouldn't move as long as the animation was active...
Thanks in advance for your help.
In your animation settings you can toggle loop and the box right under it, also add arguments when you're calling play like that: anim.play("thisAnim", 0, 0.25f) this way it will trigger the animation as soon as you call it, and not after your current anim is finished
Well, I figured it out... It was very dumb.
I needed to check "Has Exit Time" on for the transition between "Any State" and the various Idle States in the inspector. That was literally just it. :/
I'm coding a top down game, with point and click movement. Currently you are able to click on the map, but you can also click outside the map to move there. I added colliders to the walls, but you still try and go outside. Code example:
if (Input.GetMouseButtonDown(1)) {'move'}
But what I want is something like this:
if (Input.GetMouseButtonDown(1) on MAP) //map is the object
So I want to be able to only click on the map, and if you click outside the map, it won't do anything. Thanks!
My script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public float speed = 10f;
Vector2 lastClickedPos;
//Rect inRect = new Rect(82.80f, -83.20f, 164.90f, 163.29f);
bool moving;
private void Update()
{
if (Input.GetMouseButtonDown(1) && GameObject.CompareTag("clickedOn")){ // && inRect.Contains(Input.mousePosition)
lastClickedPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
moving = true;
}
if (moving && (Vector2)transform.position != lastClickedPos)
{
float step = speed * Time.deltaTime;
transform.position = Vector2.MoveTowards(transform.position, lastClickedPos, step);
}
else
{
moving = false;
}
}
}
I think you can resolve your issue using tags or layers. I'll just list how to setup tags since it has a lot less setup vs. doing layers.
First off you'll need to create a tag and since Unity has good documentation on stuff like this I'll just link it here: https://docs.unity3d.com/Manual/Tags.html
Once you created your tag and tagged the ground/environment/area you want to have be clickable with the tag then you just need to find the object you want to collided with and use CompareTag so to put that in an example here is what your if statement could look like:
if (Input.GetMouseButtonDown(1) && collidedObject.CompareTag("TagNameGoesHere"))
{
//Movement goes here
}
Just to note I've named the gameObject that was found to collidedObject but you can name it whatever you want.
Hopefully this helps, let me know if I need to clarify something, it has been awhile since I've done a stackoverflow answer so I may have left something out.
Edit: Alright so adding onto this, you'll need to also look into how to do raycasting to check what object you click on so you can determine if it's a spot you can move to.
I've just tested this in a project just to make sure I understand it (I've used raycast a lot but never really done point to click movement before).
Essentially I've broken down things into 3 statements, which you can add together into one if statement but it's more so I can explain everything in detail:
if (Input.GetMouseButtonDown(1))
What you use currently, we want to make sure we only do the next few checks when we click
if (Physics.Raycast(playerCamera.ScreenPointToRay(Input.mousePosition), out hit, Mathf.Infinity))
So this here, is essentially drawing a line from a position, in this bit we are using the player camera which is just a regular camera reference and converting a point on screen into a ray which we then set the length to be Mathf.Infinity (this can be whatever float, I've just used this for an example) and then we output the hit object to hit which is a RaycastHit struct.
if (hit.collider != null && hit.collider.CompareTag("TagNameGoesHere"))
Now we finally check to see if the collider is not null (in case we hit the sky or something, which shouldn't happen for you in a top down game) and also that the object has right tag. Again you need to setup the tags which I've listed above and make sure you set the correct game objects in scene to have the correct tag. After which you should be able to move to the position (using the position you've setup and such is fine)
So it should look something like this:
if (Input.GetMouseButtonDown(1))
{
if (Physics.Raycast(playerCamera.ScreenPointToRay(Input.mousePosition), out rayCastHit, Mathf.Infinity))
{
if (hit.collider != null && hit.collider.CompareTag("TagNameGoesHere"))
{
//Movement goes here
}
}
}
Make sure to also put a reference to the camera and RayCastHit objects (these are the playerCamera and rayCastHit variables in the above). For my example script that I created I made them global variables.
I'm following this video https://www.youtube.com/watch?v=THnivyG0Mvo and This is my shoot function
void Shoot()
{
muzzleFlash.Play();
shootingSound.Play();
RaycastHit hit;
if( Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
{
//Debug.Log(hit.transform.name);
Enemy1 target = hit.transform.GetComponent<Enemy1>();
if (target != null)
{
target.TakeDamage(damage);
}
if(hit.rigidbody != null)
{
Debug.Log("******************");
hit.rigidbody.AddForce( - hit.normal * impactForce);
}
GameObject impactGo = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
Destroy(impactGo, 0.3f);
}
}
Rigidbody added to target:
Barrel component:
enter image description here
This function is in my Rifle.cs script which is being added to a rifle object. Everything works fine. But, when I hit an object which has a Rigidbody, it doesn't move but I can see in the scene that the Rigidbody is moving when I hit it many times. The Rigidbody of the target is set to 'Use Gravity' and 'Is Kinematic' is not checked. What am I doing wrong ?
Probably the force you are adding is too small, so it needs a lot of shots to make some effect, as #Horothenic says, try to increase the value of the impactForce Variable. Look if the rigidbody, the mesh renderer, and the colliders are attached to the same object in the scene. The title of your question suggests your rigidbody is moving but your render doesn't change.
Give the force a ForceMode. Since you want the object to look shot, I would recommend using impulse and make sure the force is bigger than the objects mass by a big factor.
if(hit.rigidbody != null)
{
Debug.Log("******************");
hit.rigidbody.AddForce((-hit.normal * impactForce), ForceMode.Impulse);
}
See this page for more info. Force Modes in Unity
Try removing the Animator completely, the animations have an option to write defaults, if the movement was edited on animation it misbehaves because it wants to set the default.
After I have done a lot of google search. This answered my question https://forum.unity.com/threads/mesh-renderer-does-not-move-with-parent-rigid-body.204700/. So What I needed to do it to turn off (unchecked) static in the top right of the inspector for the object.
enter image description here
I've created an arm with a custom pivot in Unity which is essentially supposed to point wherever the mouse is pointing, regardless of the orientation of the player. Now, this arm looks weird when pointed to the side opposite the one it was drawn at, so I use SpriteRenderer.flipY = true to flip the sprite and make it look normal. I also have a weapon at the end of the arm, which is mostly fine as well. Now the problem is that I have a "FirePoint" at the end of the barrel of the weapon, and when the sprite gets flipped the position of it doesn't change, which affects particles and shooting position. Essentially, all that has to happen is that the Y position of the FirePoint needs to become negative, but Unity seems to think that I want the position change to be global, whereas I just want it to be local so that it can work with whatever rotation the arm is at. I've attempted this:
if (rotZ > 40 || rotZ < -40) {
rend.flipY = true;
firePoint.position = new Vector3(firePoint.position.x, firePoint.position.y * -1, firePoint.position.z);
} else {
rend.flipY = false;
firePoint.position = new Vector3(firePoint.position.x, firePoint.position.y * -1, firePoint.position.z);
}
But this works on a global basis rather than the local one that I need. Any help would be much appreciated, and I hope that I've provided enough information for this to reach a conclusive result. Please notify me should you need anything more. Thank you in advance, and have a nice day!
You can use RotateAround() to get desired behaviour instead of flipping stuff around. Here is sample code:
public class ExampleClass : MonoBehaviour
{
public Transform pivotTransform; // need to assign in inspector
void Update()
{
transform.RotateAround(pivotTransform.position, Vector3.up, 20 * Time.deltaTime);
}
}
I have an issue with trying to get an 'object(character)' to walk around a cube (all sides) within Unity. Ive attached an image and video showing what i am trying to achieve. Im trying to show you visually rather than trying to explain. As the character drops over the edge it rotates 90 degrees and then the stands up like gravity has switched. Then the character can jump walk etc.
This is an example of someone else that posted a video showing exactly what im trying to achieve
I have looked through the forums and cant find what im after. i have tried to attach a diagram but the site wont let me. Any advice would be greatly appreciated!
Regards
Nick
You have a couple of options that I can think of.
One is to trigger the gravity change when the character exits one face of the cube to go to another. To achieve this you would have trigger zones on each edge and face and use a [Bob went from Face A to Edge ANorth -> Switch Gravity to go in X direction].
This would work for situations where the gravity switch must affect other objects too but be advantageous to your player (walking off the side makes an enemy fall off and die - for example.)
However, if you want all entities to stick to their relative sides then we need to make custom gravity! To do this is easier than you might think as gravity is simply a downward accelleration of 9.8. So turn off the engines native gravity and create a "personal gravity" component:
private Vector3 surfaceNormal;
private Vector3 personalNormal;
private float personalGravity = 9.8f;
private float normalSwitchRange = 5.0f;
public void Start()
{
personalNormal = transform.up; // Start with "normal" normal
rigidbody.freezeRotation = true; // turn off physics rotation
}
public void FixedUpdate()
{
// Apply force taking into account character normal as personal gravity:
rigidbody.AddForce(-personalGravity * rigidbody.mass * personalNormal);
}
Rotating your character and changing his normal is then up to you to suit your situation or game mechanic, whether you do that by raycasting if you're standing on a surface to detect when to change it or only want gravity to change when you hit a powerup or similar - experiment and see what works. Comment more if you have questions!
EDIT:
As an addition to the video you linked. You can keep a state variable on the jump state and raycast in each axis direction to check which face is nearest in the case of just rolling off.
public void Update()
{
// we don't update personal normals in the case of jumping
if(!jumping)
{
UpdatePersonalNormal();
}
}
public void UpdatePersonalNormal()
{
RaycastHit hit; //hit register
// list of valid normals to check (all 6 axis)
Ray[] rays =
{
Vector3.up, Vector3.down,
Vector3.left, Vector3.right,
Vector3.forward, Vector3.backward
};
//for each valid normal...
foreach(Ray rayDirection in rays)
{
//check if we are near a cube face...
if(Physics.Raycast(rayDirection , hit, normalSwitchRange)
{
personalNormal = hit.Normal; //set personal normal ...
return; // and return as we are done
}
}
}
Please keep in mind that the above is completely hand written and not tested but play with it and this pseudo start should give you a good idea of what to do.