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 Wach3D · Oct 19, 2016 at 01:24 AM · transformvector3velocitytranslatemultiply

Increase velocity of gameObject every time it spawns?

I'm trying to increase the speed of the Ball in a Pong game. I have a score that increases by 1 if the ball crosses a boundary on either the blue and red side. The ball is then spawned to the middle of the game world and the score increase 'till 10 and then pauses. That's what I have so far.

Here's the two scrips associated to the velocity of the Ball:

For the GameEngine:

 using UnityEngine;
 using System.Collections;
 
 public class GameEngine : MonoBehaviour 
 {
     public int bluePoints;
     public int redPoints;
 
     Vector3 velocity;
 
     public Canvas canvas;
 
     // Use this for initialization
     void Start () 
     {
         bluePoints = 0;
         redPoints = 0;
         canvas.enabled = false;
     }
 
     // Update is called once per frame
     void Update () 
     {
         if (bluePoints == 10) 
         {
             Time.timeScale = 0;
             canvas.enabled = true;
         }
 
         if (redPoints == 10) 
         {
             Time.timeScale = 0;
             canvas.enabled = true;
         }
     }
 
     void OnBlueScore()
     {
         bluePoints++;
     }
 
     void OnRedScore()
     {
         redPoints++;
     }
 
     void IncreaseVelocity()
     {
         transform.Translate (velocity * 10 * Time.deltaTime);
     }
 }

And for the Ball:

 using UnityEngine;
 using System.Collections;
 
 public class Ball : MonoBehaviour
 {
     public Vector3 velocity;
 
     public GameObject gameEngine;
 
     public GameObject redPaddle;
 
     public GameObject bluePaddle;
 
     void Start () 
     {
     }
 
     void Update () 
     {
         gameObject.transform.Translate (velocity * Time.deltaTime);
 
         if (gameObject.transform.position.z >= 12.33f) 
         { 
             if (velocity.z > 0)
             {
                 velocity.z = velocity.z * -1;
             }
         }
 
         if (gameObject.transform.position.z <= -12.33f) 
         {
             if (velocity.z < 0)
             {
                 velocity.z = velocity.z * -1;
             }
         }
             
         if (gameObject.transform.position.x <= -15.13) 
         {
             gameEngine.SendMessage("OnBlueScore");
 
             gameEngine.SendMessage("IncreaseVelocity");
 
             gameObject.transform.position = new Vector3 (0, 0.5f, 0);
 
         }    
 
         if (gameObject.transform.position.x >= 15.13) 
         {
             gameEngine.SendMessage("OnRedScore");
 
             gameEngine.SendMessage("IncreaseVelocity");
 
             gameObject.transform.position = new Vector3 (0, 0.5f, 0);
         }
 
     
         if (velocity.x > 0) 
         {
             Bounds bluePaddleBounds = bluePaddle.GetComponent<BoxCollider>().bounds;
             if(gameObject.GetComponent<BoxCollider>().bounds.Intersects(bluePaddleBounds))
             {
                 velocity.x = velocity.x * -1;
             }
         }
 
 
     
         if (velocity.x < 0) 
         {
             Bounds redPaddleBounds = redPaddle.GetComponent<BoxCollider>().bounds;
             if(gameObject.GetComponent<BoxCollider>().bounds.Intersects(redPaddleBounds))
             {
                 velocity.x = velocity.x * -1;
             }
         }
     }
 }




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 andzq · Oct 19, 2016 at 01:54 AM

if you want the ball to be faster after each goal - just add "goals * aCertainVelocity" to the ball at its respawn - would be my first idea

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

87 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How can I make this translation smoother? 0 Answers

is it possible for velocity vectors to be added on the players axis? 1 Answer

Transform constant moving in scene even if translated for Vector3.zero 1 Answer

Y value in transform.Translate when not grounded - gravity problem 0 Answers

How would someone go about creating multiple triggers in one script 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