Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by WilliamDann · Sep 05, 2015 at 06:00 PM · c#movementmove an object

Why is this not moving?

I'm making a game and you are in space, piloting a ship. This script should control it, but it will not move. The particle systems are created properly but the ship doesn't move. It gives no errors

     public Rigidbody gObj;
     public float RCS_Power = 1;
     public GameObject RCS_Up;
     public GameObject RCS_Down;
     public GameObject RCS_Left;
     public GameObject RCS_Right;
     public bool RCS_enabled = false; //Set True in the inspectior
     void FixedUpdate(){
         Debug.Log (gObj.velocity);
         RCS_thrusters();
 
     }
     void RCS_ThrustX_Pos(){
         gObj.AddForce(1,0,0);
         GameObject nP = (GameObject)Instantiate(RCS_Right);
         Destroy(nP,2.3f);
     }
     void RCS_ThrustX_Neg(){
         gObj.AddForce(-1,0,0);
         GameObject nP = (GameObject)Instantiate(RCS_Left);
         Destroy(nP,2.3f);
     }
     void RCS_ThrustY_Pos(){
         gObj.AddForce(0,1,0);
         GameObject nP =  (GameObject)Instantiate(RCS_Up);
         Destroy(nP, 2.3f);
     }
     void RCS_ThrustY_Neg(){
         gObj.AddForce(0,-1,0);
         GameObject nP = (GameObject)Instantiate(RCS_Down);
         Destroy(nP,2.3f);
     }
 
     void RCS_thrusters(){
         if(RCS_enabled == true){
             if(Input.GetKeyDown(KeyCode.LeftArrow)){
                 RCS_ThrustX_Pos();
             }
             if(Input.GetKeyDown(KeyCode.RightArrow)){
                 RCS_ThrustX_Neg();
             }
             if(Input.GetKeyDown(KeyCode.UpArrow)){
                 RCS_ThrustY_Neg();
             }
             if(Input.GetKeyDown(KeyCode.DownArrow)){
                 RCS_ThrustY_Pos();
             }
         }
     }

 
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by YoungDeveloper · Sep 05, 2015 at 06:03 PM

Should be

 Input.GetKey
Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image WilliamDann · Sep 05, 2015 at 06:31 PM 0
Share

@YoungDeveloper Input.Get$$anonymous$$ey and Input.Get$$anonymous$$eyDown will do the same thing the difference is one checks for any action to the key and the other checks for only when it is presses down. I only want to know when the key is down. The particle systems wouldn't fire if my key event was wrong

avatar image YoungDeveloper · Sep 05, 2015 at 06:57 PM 0
Share

It will fire once on the press, i think that applied force once is not enough to move the object (visually), have you tried bigger force strength?

Try this and see if it works

 void Update(){
     if(Input.Get$$anonymous$$ey($$anonymous$$eyCode.A)){
         gObj.AddForce(1000f,0,0);
     }
 }
avatar image Suddoha · Sep 05, 2015 at 07:13 PM 1
Share

Just a small hint, do not rely on Input in FixedUpdate. It may fail sometimes.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Move only if mouse click the Terrain 0 Answers

Movement input problem? 1 Answer

2D Object following the cursor without glitchyness at the center 0 Answers

Game Object jumps to z-axis 0 Answers

Jump is higher then normal 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges