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Objects interfering with eachother?
Hello everybody.
I'm somewhat new to Unity and got a problem with controlling my player character. My player character is two sides of a ball, left and right. They should be able to move independently from each other while jumping, but "rolling" should be together. "Rolling" is no problem, but the jumping is. I wanted to avoid using physics, therfore my gameobjects both got a rigidbody attached, gravity = false, is kinematic = true.
Now I wanted to control them with one single script instead of two, one for each side of the ball. I got the following:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour {
public GameObject left;
public GameObject right;
public bool jumpRightInProgress;
public bool jumpLeftInProgress;
private float jumpSpeed = 0.45f;
private float yVelocity;
private float moveSpeedMultiplier = 8;
private bool doJumpRight = false;
private bool doJumpLeft = false;
void Start () {
jumpLeftInProgress = false;
jumpRightInProgress = false;
}
void FixedUpdate () {
float moveVertical = Input.GetAxis("Vertical");
if (Input.GetKey(KeyCode.D) && right.transform.position.y == 1.0f && !jumpRightInProgress) {
jumpRightInProgress = true;
doJumpRight = true;
}
if (jumpRightInProgress) {
JumpRight(moveVertical);
}
if (Input.GetKey(KeyCode.A) && left.transform.position.y == 1.0f && !jumpLeftInProgress) {
jumpLeftInProgress = true;
doJumpLeft = true;
}
if (jumpLeftInProgress) {
JumpLeft(moveVertical);
}
}
private void JumpRight(float moveVertical) {
if (jumpRightInProgress) {
yVelocity = yVelocity - Time.deltaTime;
float finalVelocity = yVelocity;
if (doJumpRight) {
right.GetComponent<Rigidbody>().MovePosition(new Vector3(right.transform.position.x, right.transform.position.y + finalVelocity, right.transform.position.z + (moveVertical * moveSpeedMultiplier * Time.deltaTime)));
}
if (right.transform.position.y < 1.0f) {
doJumpRight = false;
jumpRightInProgress = false;
right.transform.position = new Vector3(right.transform.position.x, 1.0f, right.transform.position.z + (moveVertical * moveSpeedMultiplier * Time.deltaTime));
yVelocity = jumpSpeed;
}
}
}
private void JumpLeft(float moveVertical) {
if (jumpLeftInProgress) {
yVelocity = yVelocity - Time.deltaTime;
float finalVelocity = yVelocity;
if (doJumpLeft) {
left.GetComponent<Rigidbody>().MovePosition(new Vector3(left.transform.position.x, left.transform.position.y + finalVelocity, left.transform.position.z + (moveVertical * moveSpeedMultiplier * Time.deltaTime)));
}
if (left.transform.position.y < 1.0f) {
doJumpLeft = false;
jumpLeftInProgress = false;
left.transform.position = new Vector3(left.transform.position.x, 1.0f, left.transform.position.z + (moveVertical * moveSpeedMultiplier * Time.deltaTime));
yVelocity = jumpSpeed;
}
}
}
}
In short:
When the object is grounded (y == 1.0f) and no jump is in progress, then call Jump (e.g. right) every fixed update.
In the jump function we're calculating a velocity. 0.45f minus Time.deltaTime and add this to the objects y-axis. The velocity will become smaller by time, so the object well go up until some point and come back down. If the y-axis is below 1.0f, all the bools get deactivated and the object is getting re-setted to y = 1.0f.
This works pretty well for each of the objects (right and left). But when I hit both jump keys simultaneously (A +D at nearly the same time) both of the objects jump only like half the distance, as they do when just one is jumping.
But this isn't my onl y problem. When I jump first with the right object (hitting D) and whie is is airborne and hit A for the other object to jump, the first one (right) will jump again. Like it's ground is getting reset to the current y position. It's hard to describe in english, sorry.
I couldn't find a logical error in my code above. I made sure to deactivate all objects not needed for this script to run. I'm out of ideas. If anybody got an idea, I'd appreciate that.
Kind regards
Nico
Answer by Webslchan · Mar 27, 2018 at 10:27 AM
Nevermind. I found the error myself. yVelociy was used in both jumping functions. Therefore they were manipulating this variable both, so everything went wonky. Thanks anyway.
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