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Question by $$anonymous$$ · Aug 19, 2017 at 06:08 PM · unity 5cameracamera-movement

Switching player controllers

So I am trying to make a game where there are two player objects, a red square, and a blue square, each with unique properties (like death on certain color floors, jump height, speed, etc.). I want the player to be able to hit Shift to switch between the characters. I already have a camera follow setup for one character.

Also, I am using raycast to detect collision, I heard it was smoother and more reliable, so I'm trying it out.

Player.cs

 using System.Collections;
 using UnityEngine;
 
 [RequireComponent (typeof (Controller2D))]
 public class Player : MonoBehaviour {
 
     public float jumpHeight = 4;
     public float timeToJumpApex = .4f;
     public float accelerationTimeAirborne = .2f;
     public float accelerationTimeGrounded = .1f;
     float moveSpeed = 6;
 
     float gravity = -20;
     float jumpVelocity = 8;
     Vector3 velocity;
     float velocityXSmoothing;
 
     Controller2D controller;
 
     void Start()
     {
         controller = GetComponent<Controller2D>();
 
         gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2);
         jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex;
         print("Gravity: " + gravity + "   Jump Velocty: " + jumpVelocity);
     }
 
     void Update()
     {
 
         if (controller.collisions.above || controller.collisions.below)
         {
             velocity.y = 0;
         }
 
         Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
 
         if (Input.GetKeyDown(KeyCode.Space) && controller.collisions.below)
         {
             velocity.y = jumpVelocity;
         }
 
         float targetVelocityX = input.x * moveSpeed; ;
         velocity.x = Mathf.SmoothDamp(velocity.x, targetVelocityX, ref velocityXSmoothing, (controller.collisions.below) ? accelerationTimeGrounded : accelerationTimeAirborne);
         velocity.y += gravity * Time.deltaTime;
         controller.Move(velocity * Time.deltaTime);
     }
 }

Controller2D.cs

 using UnityEngine;
 using System.Collections;
 
 [RequireComponent(typeof(BoxCollider2D))]
 public class Controller2D : MonoBehaviour
 {
 
     public LayerMask collisionMask;
 
     const float skinwidth = .015f;
     public int horizontalRayCount = 4;
     public int verticalRayCount = 4;
 
     float horizontalRaySpacing;
     float verticalRaySpacing;
 
 
     BoxCollider2D coll;
     RaycastOrigins raycastOrigins;
     public CollisionInfo collisions;
 
     void Start()
     {
         coll = GetComponent<BoxCollider2D>();
         calculateRaySpacing();
     }
 
     public void Move(Vector3 velocity)
     {
         UpdateRaycastOrigins();
         collisions.Reset();
 
         if (velocity.x != 0)
         {
             HorizontalCollisions(ref velocity);
         }
         if (velocity.y != 0)
         {
             VerticalCollisions(ref velocity);
         }
         transform.Translate(velocity);
     }
 
     void HorizontalCollisions(ref Vector3 velocity)
     {
         float directionX = Mathf.Sign(velocity.x);
         float rayLength = Mathf.Abs(velocity.x) + skinwidth;
 
         for (int i = 0; i < horizontalRayCount; i++)
         {
             Vector2 rayOrigin = (directionX == -1) ? raycastOrigins.bottomLeft : raycastOrigins.bottomRight;
             rayOrigin += Vector2.up * (horizontalRaySpacing * i);
             RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.right * directionX, rayLength, collisionMask);
 
             Debug.DrawRay(rayOrigin, Vector2.right * directionX * rayLength, Color.red);
 
             if (hit)
             {
                 velocity.x = (hit.distance - skinwidth) * directionX;
                 rayLength = hit.distance;
 
                 collisions.left = directionX == -1;
                 collisions.right = directionX == 1;
             }
         }
     }
 
     void VerticalCollisions(ref Vector3 velocity)
     {
         float directionY = Mathf.Sign(velocity.y);
         float rayLength = Mathf.Abs(velocity.y) + skinwidth;
 
         for (int i = 0; i < verticalRayCount; i++)
         {
             Vector2 rayOrigin = (directionY == -1) ? raycastOrigins.bottomLeft : raycastOrigins.topLeft;
             rayOrigin += Vector2.right * (verticalRaySpacing * i + velocity.x);
             RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.up * directionY, rayLength, collisionMask);
             Debug.DrawRay(rayOrigin, Vector2.up * directionY * rayLength, Color.red);
 
             if (hit)
             {
                 velocity.y = (hit.distance - skinwidth) * directionY;
                 rayLength = hit.distance;
 
                 collisions.below = directionY == -1;
                 collisions.above = directionY == 1;
             }
         }
     }
 
     void UpdateRaycastOrigins()
     {
         Bounds bounds = coll.bounds;
         bounds.Expand(skinwidth * -2);
 
         raycastOrigins.bottomLeft = new Vector2(bounds.min.x, bounds.min.y);
         raycastOrigins.bottomRight = new Vector2(bounds.max.x, bounds.min.y);
         raycastOrigins.topLeft = new Vector2(bounds.min.x, bounds.max.y);
         raycastOrigins.topRight = new Vector2(bounds.max.x, bounds.max.y);
 
     }
     void calculateRaySpacing()
     {
         Bounds bounds = coll.bounds;
         bounds.Expand(skinwidth * -2);
 
         horizontalRayCount = Mathf.Clamp(horizontalRayCount, 2, int.MaxValue);
         verticalRayCount = Mathf.Clamp(verticalRayCount, 2, int.MaxValue);
 
         horizontalRaySpacing = bounds.size.y / (horizontalRayCount - 1);
         verticalRaySpacing = bounds.size.x / (verticalRayCount - 1);
     }
 
 
     struct RaycastOrigins
     {
         public Vector2 topLeft, topRight;
         public Vector2 bottomLeft, bottomRight;
     }
 
     public struct CollisionInfo
     {
         public bool above, below;
         public bool left, right;
 
         public void Reset ()
         {
             above = below = false;
             left = right = false;
         }
     } 
 
 }

CameraFollow.cs

 using UnityEngine;
 
 public class CameraFollow : MonoBehaviour {
 
 
     public Transform target;
 
     public float smoothSpeed = 0.125f;
     public Vector3 offset;
 
     void LateUpdate()
     {
         Vector3 desiredPosition = target.position + offset;
 
         Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed * Time.deltaTime);
 
         transform.position = smoothedPosition;
     }
 
 }





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