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Question by drarunovs · Jan 08, 2019 at 12:06 PM · scripting problemscript.script errorscriptingproblemscripterror

Making a character jump and crouch using a Joystick

Well, I want to make a vertical joystick, if up, the character jump, if down, the character crouch. (sorry for my poor english)

This is my code, thanks you all.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour
 {
     public CharacterController2D controller;
 
     public Joystick joystick;
     public Joystick joystickVertical;
 
     public float runSpeed = 40f;
 
     float horizontalMove = 0f;
     float verticalMove = 0f;
     bool jump = false;
     bool crouch = false;
     // Update is called once per frame
     void Update()
     {
 
        if (joystick.Horizontal >= .2f)
         {
             horizontalMove = runSpeed;
         } else if (joystick.Horizontal <= -.2f)
         {
             horizontalMove = -runSpeed;
         } else
         {
             horizontalMove = 0f;
         }
         if (joystick.Vertical >= .2f)
         {
             jump = true;
             
         }
           else if (joystick.Vertical <= -.2f)
         {
             crouch = true;
             
         }
           else
         {
             verticalMove = 0f;
         }
         if (Input.GetButtonDown("Crouch"))
         {
             crouch = true;
         } else if (Input.GetButtonUp("Crouch"))
         {
             crouch = false;
         }
     }
 
     void FixedUpdate ()
     {
         // Move our character
         controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump);
         jump = false;
     }
 
 }


AND this is the code of the Character Controller function:

 using UnityEngine;
 using UnityEngine.Events;
 
 public class CharacterController2D : MonoBehaviour
 {
     [SerializeField] private float m_JumpForce = 400f;                            // Amount of force added when the player jumps.
     [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;            // Amount of maxSpeed applied to crouching movement. 1 = 100%
     [Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f;    // How much to smooth out the movement
     [SerializeField] private bool m_AirControl = false;                            // Whether or not a player can steer while jumping;
     [SerializeField] private LayerMask m_WhatIsGround;                            // A mask determining what is ground to the character
     [SerializeField] private Transform m_GroundCheck;                            // A position marking where to check if the player is grounded.
     [SerializeField] private Transform m_CeilingCheck;                            // A position marking where to check for ceilings
     [SerializeField] private Collider2D m_CrouchDisableCollider;                // A collider that will be disabled when crouching
 
     const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
     private bool m_Grounded;            // Whether or not the player is grounded.
     const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
     private Rigidbody2D m_Rigidbody2D;
     private bool m_FacingRight = true;  // For determining which way the player is currently facing.
     private Vector3 m_Velocity = Vector3.zero;
 
     [Header("Events")]
     [Space]
 
     public UnityEvent OnLandEvent;
 
     [System.Serializable]
     public class BoolEvent : UnityEvent<bool> { }
 
     public BoolEvent OnCrouchEvent;
     private bool m_wasCrouching = false;
 
     private void Awake()
     {
         m_Rigidbody2D = GetComponent<Rigidbody2D>();
 
         if (OnLandEvent == null)
             OnLandEvent = new UnityEvent();
 
         if (OnCrouchEvent == null)
             OnCrouchEvent = new BoolEvent();
     }
 
     private void FixedUpdate()
     {
         bool wasGrounded = m_Grounded;
         m_Grounded = false;
 
         // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
         // This can be done using layers instead but Sample Assets will not overwrite your project settings.
         Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
         for (int i = 0; i < colliders.Length; i++)
         {
             if (colliders[i].gameObject != gameObject)
             {
                 m_Grounded = true;
                 if (!wasGrounded)
                     OnLandEvent.Invoke();
             }
         }
     }
 
 
     public void Move(float move, bool crouch, bool jump)
     {
         // If crouching, check to see if the character can stand up
         if (!crouch)
         {
             // If the character has a ceiling preventing them from standing up, keep them crouching
             if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
             {
                 crouch = true;
             }
         }
 
         //only control the player if grounded or airControl is turned on
         if (m_Grounded || m_AirControl)
         {
 
             // If crouching
             if (crouch)
             {
                 if (!m_wasCrouching)
                 {
                     m_wasCrouching = true;
                     OnCrouchEvent.Invoke(true);
                 }
 
                 // Reduce the speed by the crouchSpeed multiplier
                 move *= m_CrouchSpeed;
 
                 // Disable one of the colliders when crouching
                 if (m_CrouchDisableCollider != null)
                     m_CrouchDisableCollider.enabled = false;
             } else
             {
                 // Enable the collider when not crouching
                 if (m_CrouchDisableCollider != null)
                     m_CrouchDisableCollider.enabled = true;
 
                 if (m_wasCrouching)
                 {
                     m_wasCrouching = false;
                     OnCrouchEvent.Invoke(false);
                 }
             }
 
             // Move the character by finding the target velocity
             Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
             // And then smoothing it out and applying it to the character
             m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
 
             // If the input is moving the player right and the player is facing left...
             if (move > 0 && !m_FacingRight)
             {
                 // ... flip the player.
                 Flip();
             }
             // Otherwise if the input is moving the player left and the player is facing right...
             else if (move < 0 && m_FacingRight)
             {
                 // ... flip the player.
                 Flip();
             }
         }
         // If the player should jump...
         if (m_Grounded && jump)
         {
             // Add a vertical force to the player.
             m_Grounded = false;
             m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
         }
     }
 
 
     private void Flip()
     {
         // Switch the way the player is labelled as facing.
         m_FacingRight = !m_FacingRight;
 
         // Multiply the player's x local scale by -1.
         Vector3 theScale = transform.localScale;
         theScale.x *= -1;
         transform.localScale = theScale;
     }
 }

Thank you all ^^.

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avatar image Klarzahs · Jan 08, 2019 at 12:43 PM 0
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Hi @drarunovs and welcome to the Unity forum. You didn't specify your actual problem: What doesn't work for you? Is your character not walking, jumping, do you want to extend the character controller with a crouch/jump animation?

avatar image drarunovs Klarzahs · Jan 08, 2019 at 01:01 PM 0
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Hi @$$anonymous$$larzahs

I want to make a vertical-only joystick in that code, with that i want to jump and crouch if the player (in android device) moves the joystick up or down. The problem is that. As a plus, the script is the Player $$anonymous$$ovement script of Brackey's youtube channel, of the video "TOUCH CONTROLS in Unity!". I added in the code all the "joystickVertical" and "joystick.Vertical" terms. But, I have 0 idea of C# haha, I'm very very noob, so my character don't jump when I move up the vertical joystick and don't crouch when I move down the same vertical joysitck. If you can help me, I would appreciate it very much ^^.

avatar image Klarzahs drarunovs · Jan 08, 2019 at 01:12 PM 0
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Can you attach the Controller.$$anonymous$$ove() function into your question? Without it, I can't tell you whats wrong :)

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Answer by Klarzahs · Jan 09, 2019 at 10:54 AM

I'll write it as an answer, as a comment is too short.

You are basically way too deep into Unity's functions for your apparent skill level. It will be hard understanding everything - a simpler project would be better. Anyway, here we go:

First of, I imported your project into windows. So with this import it might have been corrupted, so some of these things you might have already done. I'm writing what I'm seeing.

The most striking thing is that none of your scripts are assigned to anything. (MonoBehaviour-) Scripts in Unity only get called, when they are assigned to an object. For example, the Joystick script is assigned to the joystick, ergo it will be called. You'll need to assign (drag and drop) your player movement and char controller script to your character (see picture 1). alt text

After you have done it and press play, alot of error message will fire. As your scripts have public variables (eg "joystick" in your playermovement), you'll need to assign them in the editor. Otherwise unity will try to access an empty variable and will cause an error. Again, you can drag and drop the joystick object from the hierarchy into the inspector slot. Your playermovement script requires a vertical, horizontal joystick (can be the same object) and the char controller.

The char controller is a bit more work, as it requires two transforms (which can be interpreted as position information in unity). It basically needs to points in relation to your character, where it has to check the ground and ceiling. Add two empty gameobjects as children of your main character, position them correctly in the game, and assign them to the variables (see picture 2). You also have to add a Rigidbody to your player, as the char controller script looks for one. If you dont have one, the script cannot act forces onto the character, ergo the character will stand still. alt text

When you start the game at this point, your character will finally move. Unfortunately, only downwards into oblivion. Adding a rigidbody will add it to the internal physics engine of unity. Anything in this system is affected by gravity, and will fall until it hits an obstacle.

Obstacles are defined by Colliders, the most basic of it is a box. This is a good overview over the whole concept. Basically, you'll have to add an enclosing box to your character and one for each ground/floor/wall/obstacle (see picture 3). (cant post 3 images and comment upload is bugged -.-)

When you have done all this, the character will not fall anymore, but will be able to move with the joystick input. It is also able to jump, but this will look like he's being catapulted into the sky - you do not have an animation for it. Same goes for crouching. While in theory the character crouches, you do not see any difference, as there is no animation or logic for it. Explaining/fixing this would take too long, but there are many good tutorials in the above link :)

I hope this does not deter you from Unity/Gameprogramming. It might seem complex with a lot of possibility for error, but once you get the hang of it, it is extremely fun.


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pic1.png (36.7 kB)
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avatar image drarunovs · Jan 09, 2019 at 12:05 PM 0
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Thank you very very much, seriously. But... it's the unique scene in the project? Because I work with another scene in the same project, the scene's name is "Plataformas 1" (Spanish for Platforms 1). In that scene, "platforms 1", I have done everything you say in your answer. The sample scene you are using is a scene that I do not use :( I'm so sorry I did not tell you before T-T

avatar image Klarzahs drarunovs · Jan 09, 2019 at 02:21 PM 0
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That would have been helpful, but i can take another look tomorrow :)

avatar image drarunovs Klarzahs · Jan 09, 2019 at 02:30 PM 0
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Ok!! thanks!!

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