Boat Controller Help
Hello i have a script that changes the player's parent to an empty object with a boat of mine. when i walk on a certain part of the boat and press "E" the character is moved to the parent object and then can be moved. but the problem is, is that when i move on the boat and press "E" i do connect with the boat and object but it will not move. and i do get an error stating :
CharacterController.Move called on inactive controller UnityEngine.CharacterController:Move(Vector3) ThirdPersonController:Update() (at Assets/STANDARD/Character Controllers/Sources/Scripts/ThirdPersonController.cs:326)
this is also on unity 5
i am using a C# ThirdPersonController and im not sure as to where, what or how to fix the issue and make my boat move. can someone help me out as to what is wrong here. both scrpits will be posted bellow.
using UnityEngine;
using System.Collections;
public class BoatController : MonoBehaviour {
CharacterController cc;
CharacterMotor cm;
GameObject player;
Transform defaultPlayerTransform;
bool isDriving=false;
// Use this for initialization
void Start () {
cc = GameObject.FindObjectOfType<CharacterController> ();
cm = GameObject.FindObjectOfType<CharacterMotor> ();
player = cm.gameObject;
defaultPlayerTransform = player.transform.parent;
}
bool IsPlayerCloseToboat()
{
return Vector3.Distance (gameObject.transform.position,
player.transform.position)<5;
}
void SetDriving(bool isDriving)
{
this.isDriving = isDriving;
cm.enabled = !isDriving;
cc.enabled = !isDriving;
if (isDriving)
player.transform.parent = gameObject.transform;
else
player.transform.parent = defaultPlayerTransform;
}
// Update is called once per frame
void Update () {
if (Input.GetKeyDown(KeyCode.F)&& IsPlayerCloseToboat ())
SetDriving (!isDriving);
if (isDriving)
{
float forwardThrust = 1;
if(Input.GetKey (KeyCode.W))
forwardThrust = 30;
if(Input.GetKey (KeyCode.S))
forwardThrust = -10;
GetComponent<Rigidbody>().AddForce(gameObject.transform.forward*forwardThrust);
float turnThrust = 0;
if(Input.GetKeyDown(KeyCode.A))
turnThrust = 10;
if(Input.GetKeyDown(KeyCode.D))
turnThrust = -10;
GetComponent<Rigidbody>().AddRelativeTorque(Vector3.up*turnThrust);
}
}
}
here is the C# ThirdPersonController :
// Converted from UnityScript to C# at http://www.M2H.nl/files/js_to_c.php - by Mike Hergaarden
// Do test the code! You usually need to change a few small bits.
using UnityEngine;
using System.Collections;
public class ThirdPersonController : MonoBehaviour
{
// Require a character controller to be attached to the same game object
//@script RequireComponent(CharacterController)
public AnimationClip idleAnimation;
public AnimationClip walkAnimation;
public AnimationClip runAnimation;
public AnimationClip jumpPoseAnimation;
public float walkMaxAnimationSpeed = 0.75f;
public float trotMaxAnimationSpeed = 1.0f;
public float runMaxAnimationSpeed = 1.0f;
public float jumpAnimationSpeed = 1.15f;
public float landAnimationSpeed = 1.0f;
private Animation _animation;
enum CharacterState {
Idle = 0,
Walking = 1,
Trotting = 2,
Running = 3,
Jumping = 4,
}
private CharacterState _characterState;
// The speed when walking
public float walkSpeed= 2.0f;
// after trotAfterSeconds of walking we trot with trotSpeed
public float trotSpeed= 4.0f;
// when pressing "Fire3" button (cmd) we start running
public float runSpeed= 6.0f;
public float inAirControlAcceleration= 3.0f;
// How high do we jump when pressing jump and letting go immediately
public float jumpHeight= 0.5f;
// The gravity for the character
public float gravity= 20.0f;
// The gravity in controlled descent mode
public float speedSmoothing= 10.0f;
public float rotateSpeed= 500.0f;
public float trotAfterSeconds= 3.0f;
public bool canJump= true;
private float jumpRepeatTime= 0.05f;
private float jumpTimeout= 0.15f;
private float groundedTimeout= 0.25f;
// The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.
private float lockCameraTimer= 0.0f;
// The current move direction in x-z
private Vector3 moveDirection= Vector3.zero;
// The current vertical speed
private float verticalSpeed= -50.0f;
// The current x-z move speed
private float moveSpeed= 0.0f;
// The last collision flags returned from controller.Move
private CollisionFlags collisionFlags;
// Are we jumping? (Initiated with jump button and not grounded yet)
private bool jumping= false;
private bool jumpingReachedApex= false;
// Are we moving backwards (This locks the camera to not do a 180 degree spin)
private bool movingBack= false;
// Is the user pressing any keys?
private bool isMoving= false;
// When did the user start walking (Used for going into trot after a while)
private float walkTimeStart= 0.0f;
// Last time the jump button was clicked down
private float lastJumpButtonTime= 0.0f;
// Last time we performed a jump
private float lastJumpTime= -1.0f;
// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
private float lastJumpStartHeight= 0.0f;
private Vector3 inAirVelocity= Vector3.zero;
private float lastGroundedTime= 0.0f;
private bool isControllable= true;
void Awake ()
{
moveDirection = transform.TransformDirection(Vector3.forward);
_animation = GetComponent<Animation>();
if(!_animation)
Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
/*
public AnimationClip idleAnimation;
public AnimationClip walkAnimation;
public AnimationClip runAnimation;
public AnimationClip jumpPoseAnimation;
*/
if(!idleAnimation) {
_animation = null;
Debug.Log("No idle animation found. Turning off animations.");
}
if(!walkAnimation) {
_animation = null;
Debug.Log("No walk animation found. Turning off animations.");
}
if(!runAnimation) {
_animation = null;
Debug.Log("No run animation found. Turning off animations.");
}
if(!jumpPoseAnimation && canJump) {
_animation = null;
Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
}
}
void UpdateSmoothedMovementDirection ()
{
Transform cameraTransform= Camera.main.transform;
bool grounded= IsGrounded();
// Forward vector relative to the camera along the x-z plane
Vector3 forward= cameraTransform.TransformDirection(Vector3.forward);
forward.y = 0;
forward = forward.normalized;
// Right vector relative to the camera
// Always orthogonal to the forward vector
Vector3 right= new Vector3(forward.z, 0, -forward.x);
float v= Input.GetAxisRaw("Vertical");
float h= Input.GetAxisRaw("Horizontal");
// Are we moving backwards or looking backwards
if (v < -0.2f)
movingBack = true;
else
movingBack = false;
bool wasMoving= isMoving;
isMoving = Mathf.Abs (h) > 0.1f || Mathf.Abs (v) > 0.1f;
// Target direction relative to the camera
Vector3 targetDirection= h * right + v * forward;
// Grounded controls
if (grounded)
{
// Lock camera for short period when transitioning moving & standing still
lockCameraTimer += Time.deltaTime;
if (isMoving != wasMoving)
lockCameraTimer = 0.0f;
// We store speed and direction seperately,
// so that when the character stands still we still have a valid forward direction
// moveDirection is always normalized, and we only update it if there is user input.
if (targetDirection != Vector3.zero)
{
// If we are really slow, just snap to the target direction
if (moveSpeed < walkSpeed * 0.9f && grounded)
{
moveDirection = targetDirection.normalized;
}
// Otherwise smoothly turn towards it
else
{
moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
moveDirection = moveDirection.normalized;
}
}
// Smooth the speed based on the current target direction
float curSmooth= speedSmoothing * Time.deltaTime;
// Choose target speed
//* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
float targetSpeed= Mathf.Min(targetDirection.magnitude, 1.0f);
_characterState = CharacterState.Idle;
// Pick speed modifier
if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShift))
{
targetSpeed *= runSpeed;
_characterState = CharacterState.Running;
}
else if (Time.time - trotAfterSeconds > walkTimeStart)
{
targetSpeed *= trotSpeed;
_characterState = CharacterState.Trotting;
}
else
{
targetSpeed *= walkSpeed;
_characterState = CharacterState.Walking;
}
moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
// Reset walk time start when we slow down
if (moveSpeed < walkSpeed * 0.3f)
walkTimeStart = Time.time;
}
// In air controls
else
{
// Lock camera while in air
if (jumping)
lockCameraTimer = 0.0f;
if (isMoving)
inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
}
}
void ApplyJumping (){
// Prevent jumping too fast after each other
if (lastJumpTime + jumpRepeatTime > Time.time)
return;
if (IsGrounded()) {
// Jump
// - Only when pressing the button down
// - With a timeout so you can press the button slightly before landing
if (canJump && Time.time < lastJumpButtonTime + jumpTimeout) {
verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);
SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
}
}
}
void ApplyGravity ()
{
if (isControllable) // don't move player at all if not controllable.
{
// Apply gravity
bool jumpButton= Input.GetButton("Jump");
// When we reach the apex of the jump we send out a message
if (jumping && !jumpingReachedApex && verticalSpeed <= 0.0f)
{
jumpingReachedApex = true;
SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
}
if (IsGrounded ())
verticalSpeed = -10.0f;
else
verticalSpeed -= gravity * Time.deltaTime;
}
}
public float CalculateJumpVerticalSpeed ( float targetJumpHeight )
{
// From the jump height and gravity we deduce the upwards speed
// for the character to reach at the apex.
return Mathf.Sqrt(2 * targetJumpHeight * gravity);
}
public void DidJump ()
{
jumping = true;
jumpingReachedApex = false;
lastJumpTime = Time.time;
lastJumpStartHeight = transform.position.y;
lastJumpButtonTime = -10;
_characterState = CharacterState.Jumping;
}
void Update ()
{
if (!isControllable)
{
// kill all inputs if not controllable.
Input.ResetInputAxes();
}
if (Input.GetButtonDown ("Jump"))
{
lastJumpButtonTime = Time.time;
}
UpdateSmoothedMovementDirection();
// Apply gravity
// - extra power jump modifies gravity
// - controlledDescent mode modifies gravity
ApplyGravity ();
// Apply jumping logic
ApplyJumping ();
// Calculate actual motion
Vector3 movement= moveDirection * moveSpeed + new Vector3 (0, verticalSpeed, 0) + inAirVelocity;
movement *= Time.deltaTime;
// Move the controller
CharacterController controller = GetComponent<CharacterController>();
collisionFlags = controller.Move(movement);
// ANIMATION sector
if(_animation) {
if(_characterState == CharacterState.Jumping)
{
if(!jumpingReachedApex) {
_animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
_animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
_animation.CrossFade(jumpPoseAnimation.name);
} else {
_animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
_animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
_animation.CrossFade(jumpPoseAnimation.name);
}
}
else
{
if(controller.velocity.sqrMagnitude < 0.1f) {
_animation.CrossFade(idleAnimation.name);
}
else
{
if(_characterState == CharacterState.Running) {
_animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, runMaxAnimationSpeed);
_animation.CrossFade(runAnimation.name);
}
else if(_characterState == CharacterState.Trotting) {
_animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, trotMaxAnimationSpeed);
_animation.CrossFade(walkAnimation.name);
}
else if(_characterState == CharacterState.Walking) {
_animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, walkMaxAnimationSpeed);
_animation.CrossFade(walkAnimation.name);
}
}
}
}
// ANIMATION sector
// Set rotation to the move direction
if (IsGrounded())
{
transform.rotation = Quaternion.LookRotation(moveDirection);
}
else
{
Vector3 xzMove= movement;
xzMove.y = 0;
if (xzMove.sqrMagnitude > 0.001f)
{
transform.rotation = Quaternion.LookRotation(xzMove);
}
}
// We are in jump mode but just became grounded
if (IsGrounded())
{
lastGroundedTime = Time.time;
inAirVelocity = Vector3.zero;
if (jumping)
{
jumping = false;
SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
}
}
}
void OnControllerColliderHit ( ControllerColliderHit hit )
{
// Debug.DrawRay(hit.point, hit.normal);
if (hit.moveDirection.y > 0.01f)
return;
}
public float GetSpeed ()
{
return moveSpeed;
}
public bool IsJumping ()
{
return jumping;
}
public bool IsGrounded ()
{
return (collisionFlags & CollisionFlags.CollidedBelow) != 0;
}
public Vector3 GetDirection ()
{
return moveDirection;
}
public bool IsMovingBackwards ()
{
return movingBack;
}
public float GetLockCameraTimer ()
{
return lockCameraTimer;
}
public bool IsMoving ()
{
return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5f;
}
public bool HasJumpReachedApex ()
{
return jumpingReachedApex;
}
public bool IsGroundedWithTimeout ()
{
return lastGroundedTime + groundedTimeout > Time.time;
}
public void Reset ()
{
gameObject.tag = "Player";
}
}
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