Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 /
avatar image
0
Question by Proximal-Pyro · Nov 09, 2014 at 06:16 AM · 2 player

Finding the closest player and making an action happend when player is in range

Hi!

I'm trying to create a maze with walls appearing when you are within a range of them. It works perfectly with one person but I'm creating a multiplayer game. It appears that only some walls works with this when there is more than one player.

Here is my code if you wanna have a look at it. It will probably explain more then I can do:

 using UnityEngine;
 using System.Collections;
 
 public class AppearWhenNear : MonoBehaviour {
 
     public GameObject[] players;
     public float distance = 5.0f;
     public float speed = 1.0f;
     public Vector3 targetPos;
     Vector3 startPos;
 
     float nearestDistanceSqr = Mathf.Infinity;
     GameObject closestGO;
 
     void Start () {
         targetPos = new Vector3(transform.position.x, 2.5f, transform.position.z);
         startPos = transform.position;
     }
 
     void Update () {
         players = GameObject.FindGameObjectsWithTag ("Player");
 
         if(closestGO != null) {
             if(Vector3.Distance(transform.position, closestGO.transform.position) < distance) {
                 Vector3 pos = Vector3.Lerp(transform.position, targetPos, speed * Time.deltaTime);
                 transform.position = pos;
             }
             else {
                 Vector3 pos = Vector3.Lerp(transform.position, startPos, speed * Time.deltaTime);
                 transform.position = pos;
             }
         }
 
         foreach(GameObject player in players) {
             float dist = (player.transform.position - transform.position).sqrMagnitude;
             if(dist < nearestDistanceSqr) {
                 closestGO = player;
                 Debug.Log(closestGO.name);
                 nearestDistanceSqr = dist;
             }
         }
     }
 }
 

Thank you //Proximal Pyro

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 troien · Nov 09, 2014 at 12:07 PM

I think that resetting nearestDistanceSqr to Mathf.Infinity before the foreach loop might help fix your problem. (Since the distance of the closestGO will most likely be different next frame if this GO is moving, while nearestDistanceSqr stays equal).

Comment
Add comment · 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

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

2d platformer, ignorelayercollision 0 Answers

count how many times a player has played 0 Answers

2 virtual joysticks controlling 2 different game objects ( players ) pls help 0 Answers

Fog for 1 of the 2 players 1 Answer

Second player not moving sucks in its place? 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