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Question by pmainpri · May 30, 2011 at 06:08 PM · 2d2d-platformeraxisplayer movement

,Switching 2D platformer from x.y to z,y

Hello, I am trying to adapt the 2D platform tutorial character controller so that the player moves in the z and y axis instead of the x and y axis. I know at line 170ish there is a fixedupdate that forces the game into the x,y axis. I know I can take that out and that will allow the player to move in the z axis, but I am having trouble getting the character to actually move down the z axis at the appropriate time.
I am working on a 2D game that exists in a 3D world. The camera and view will always be 2D but at times the player can turn the corner and thus needs to move in the z plane. Sorry if this makes no sense what so ever. Thanks for any help

Javascript Code from unity Tutorial. Don't know how to get it to display as actual code.

 / Does this script currently respond to Input?

var canControl = true;

// The character will spawn at spawnPoint's position when needed. This could be changed via a script at runtime to implement, e.g. waypoints/savepoints. var spawnPoint : Transform;

class PlatformerControllerMovement { // The speed when walking var walkSpeed = 3.0; // when pressing "Fire1" button (control) we start running var runSpeed = 10.0;

 var inAirControlAcceleration = 1.0;

 // The gravity for the character
 var gravity = 60.0;
 var maxFallSpeed = 20.0;

 // How fast does the character change speeds?  Higher is faster.
 var speedSmoothing = 5.0;

 // This controls how fast the graphics of the character "turn around" when the player turns around using the controls.
 var rotationSmoothing = 10.0;

 // The current move direction in x-y.  This will always been (1,0,0) or (-1,0,0)
 // The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view.  Very handy for organization!
 @System.NonSerialized
 var direction = Vector3.zero;

 // The current vertical speed
 @System.NonSerialized
 var verticalSpeed = 0.0;

 // The current movement speed.  This gets smoothed by speedSmoothing.
 @System.NonSerialized
 var speed = 0.0;

 // Is the user pressing the left or right movement keys?
 @System.NonSerialized
 var isMoving = false;

 // The last collision flags returned from controller.Move
 @System.NonSerialized
 var collisionFlags : CollisionFlags; 

 // We will keep track of an approximation of the character's current velocity, so that we return it from GetVelocity () for our camera to use for prediction.
 @System.NonSerialized
 var velocity : Vector3;
 
 // This keeps track of our current velocity while we're not grounded?
 @System.NonSerialized
 var inAirVelocity = Vector3.zero;

 // This will keep track of how long we have we been in the air (not grounded)
 @System.NonSerialized
 var hangTime = 0.0;

}

var movement : PlatformerControllerMovement;

// We will contain all the jumping related variables in one helper class for clarity. class PlatformerControllerJumping { // Can the character jump? var enabled = true;

 // How high do we jump when pressing jump and letting go immediately
 var height = 1.0;
 // We add extraHeight units (meters) on top when holding the button down longer while jumping
 var extraHeight = 4.1;
 
 // This prevents inordinarily too quick jumping
 // The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view.  Very handy for organization!
 @System.NonSerialized
 var repeatTime = 0.05;

 @System.NonSerialized
 var timeout = 0.15;

 // Are we jumping? (Initiated with jump button and not grounded yet)
 @System.NonSerialized
 var jumping = false;
 
 @System.NonSerialized
 var reachedApex = false;
  
 // Last time the jump button was clicked down
 @System.NonSerialized
 var lastButtonTime = -10.0;
 
 // Last time we performed a jump
 @System.NonSerialized
 var lastTime = -1.0;

 // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
 @System.NonSerialized
 var lastStartHeight = 0.0;

}

var jump : PlatformerControllerJumping;

private var controller : CharacterController;

// Moving platform support. private var activePlatform : Transform; private var activeLocalPlatformPoint : Vector3; private var activeGlobalPlatformPoint : Vector3; private var lastPlatformVelocity : Vector3;

// This is used to keep track of special effects in UpdateEffects (); private var areEmittersOn = false;

function Awake () { movement.direction = transform.TransformDirection (Vector3.forward); controller = GetComponent (CharacterController); Spawn (); }

function Spawn () { // reset the character's speed movement.verticalSpeed = 0.0; movement.speed = 0.0;

 // reset the character's position to the spawnPoint
 transform.position = spawnPoint.position;
 

}

function OnDeath () { Spawn (); }

function UpdateSmoothedMovementDirection () {
var h = Input.GetAxisRaw ("Horizontal");

 if (!canControl)
     h = 0.0;
 
 movement.isMoving = Mathf.Abs (h) > 0.1;
     
 if (movement.isMoving)
     movement.direction = Vector3 (h, 0, 0);
 
 // Grounded controls
 if (controller.isGrounded) {
     // Smooth the speed based on the current target direction
     var curSmooth = movement.speedSmoothing * Time.deltaTime;
     
     // Choose target speed
     var targetSpeed = Mathf.Min (Mathf.Abs(h), 1.0);
 
     // Pick speed modifier
     if (Input.GetButton ("Fire2") && canControl)
         targetSpeed *= movement.runSpeed;
     else
         targetSpeed *= movement.walkSpeed;
     
     movement.speed = Mathf.Lerp (movement.speed, targetSpeed, curSmooth);
     
     movement.hangTime = 0.0;
 }
 else {
     // In air controls
     movement.hangTime += Time.deltaTime;
     if (movement.isMoving)
         movement.inAirVelocity += Vector3 (Mathf.Sign(h), 0, 0) * Time.deltaTime * movement.inAirControlAcceleration;
 }

}

function FixedUpdate () { // Make sure we are absolutely always in the 2D plane. transform.position.z = 0;

}

function ApplyJumping () { // Prevent jumping too fast after each other if (jump.lastTime + jump.repeatTime > Time.time) return;

 if (controller.isGrounded) {
     // Jump
     // - Only when pressing the button down
     // - With a timeout so you can press the button slightly before landing        
     if (jump.enabled && Time.time < jump.lastButtonTime + jump.timeout) {
         movement.verticalSpeed = CalculateJumpVerticalSpeed (jump.height);
         movement.inAirVelocity = lastPlatformVelocity;
         SendMessage ("DidJump", SendMessageOptions.DontRequireReceiver);
     }
 }

}

function ApplyGravity () { // Apply gravity var jumpButton = Input.GetButton ("Jump");

 if (!canControl)
     jumpButton = false;
 
 // When we reach the apex of the jump we send out a message
 if (jump.jumping && !jump.reachedApex && movement.verticalSpeed  0.0 && jumpButton && transform.position.y < jump.lastStartHeight + jump.extraHeight && !IsTouchingCeiling ();
 
 if (extraPowerJump)
     return;
 else if (controller.isGrounded)
     movement.verticalSpeed = -movement.gravity * Time.deltaTime;
 else
     movement.verticalSpeed -= movement.gravity * Time.deltaTime;
     
 // Make sure we don't fall any faster than maxFallSpeed.  This gives our character a terminal velocity.
 movement.verticalSpeed = Mathf.Max (movement.verticalSpeed, -movement.maxFallSpeed);

}

function CalculateJumpVerticalSpeed (targetJumpHeight : float) { // From the jump height and gravity we deduce the upwards speed // for the character to reach at the apex. return Mathf.Sqrt (2 targetJumpHeight movement.gravity); }

function DidJump () { jump.jumping = true; jump.reachedApex = false; jump.lastTime = Time.time; jump.lastStartHeight = transform.position.y; jump.lastButtonTime = -10; }

function UpdateEffects () { wereEmittersOn = areEmittersOn; areEmittersOn = jump.jumping && movement.verticalSpeed > 0.0;

 // By comparing the previous value of areEmittersOn to the new one, we will only update the particle emitters when needed
 if (wereEmittersOn != areEmittersOn) {
     for (var emitter in GetComponentsInChildren (ParticleEmitter)) {
         emitter.emit = areEmittersOn;
     }
 }

}

function Update () { if (Input.GetButtonDown ("Jump") && canControl) { jump.lastButtonTime = Time.time; }

 UpdateSmoothedMovementDirection();
 
 // Apply gravity
 // - extra power jump modifies gravity
 ApplyGravity ();

 // Apply jumping logic
 ApplyJumping ();
 
 // Moving platform support
 if (activePlatform != null) {
     var newGlobalPlatformPoint = activePlatform.TransformPoint(activeLocalPlatformPoint);
     var moveDistance = (newGlobalPlatformPoint - activeGlobalPlatformPoint);
     transform.position = transform.position + moveDistance;
     lastPlatformVelocity = (newGlobalPlatformPoint - activeGlobalPlatformPoint) / Time.deltaTime;
 } else {
     lastPlatformVelocity = Vector3.zero;    
 }
 
 activePlatform = null;
 
 // Save lastPosition for velocity calculation.
 lastPosition = transform.position;
 
 // Calculate actual motion
 var currentMovementOffset = movement.direction * movement.speed + Vector3 (0, movement.verticalSpeed, 0) + movement.inAirVelocity;
 
 // We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.
 currentMovementOffset *= Time.deltaTime;
 
    // Move our character!
 movement.collisionFlags = controller.Move (currentMovementOffset);
 
 // Calculate the velocity based on the current and previous position.  
 // This means our velocity will only be the amount the character actually moved as a result of collisions.
 movement.velocity = (transform.position - lastPosition) / Time.deltaTime;
 
 // Moving platforms support
 if (activePlatform != null) {
     activeGlobalPlatformPoint = transform.position;
     activeLocalPlatformPoint = activePlatform.InverseTransformPoint (transform.position);
 }
 
 // Set rotation to the move direction    
 if (movement.direction.sqrMagnitude > 0.01)
     transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation (movement.direction), Time.deltaTime * movement.rotationSmoothing);
 
 // We are in jump mode but just became grounded
 if (controller.isGrounded) {
     movement.inAirVelocity = Vector3.zero;
     if (jump.jumping) {
         jump.jumping = false;
         SendMessage ("DidLand", SendMessageOptions.DontRequireReceiver);

         var jumpMoveDirection = movement.direction * movement.speed + movement.inAirVelocity;
         if (jumpMoveDirection.sqrMagnitude > 0.01)
             movement.direction = jumpMoveDirection.normalized;
     }
 }    

 // Update special effects like rocket pack particle effects
 UpdateEffects ();

}

function OnControllerColliderHit (hit : ControllerColliderHit) { if (hit.moveDirection.y > 0.01) return;

 // Make sure we are really standing on a straight platform
 // Not on the underside of one and not falling down from it either!
 if (hit.moveDirection.y < -0.9 && hit.normal.y > 0.9) {
     activePlatform = hit.collider.transform;    
 }
 
 

}

// Various helper functions below: function GetSpeed () { return movement.speed; }

function GetVelocity () { return movement.velocity; }

function IsMoving () { return movement.isMoving; }

function IsJumping () { return jump.jumping; }

function IsTouchingCeiling () { return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0; }

function GetDirection () { return movement.direction; }

function GetHangTime() { return movement.hangTime; }

function Reset () { gameObject.tag = "Player"; }

function SetControllable (controllable : boolean) { canControl = controllable; }

// Require a character controller to be attached to the same game object @script RequireComponent (CharacterController) @script AddComponentMenu ("2D Platformer/Platformer Controller")

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avatar image iggy · May 30, 2011 at 06:29 PM 0
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"line 170ish" doesn't mean much if we don't know what script you are using. there are lots of platformer tutorials out there.

avatar image Chris D · May 30, 2011 at 07:20 PM 1
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...meaning "Please post your code (and format it so it's readable)". Once you show people what you mean, or even specify what tutorial you're using, you're much more likely to get an answer.

avatar image pmainpri · Jun 01, 2011 at 03:22 PM 0
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I am working with the 2D platform tutorial available from unitys website. It a free download, not at home or I would post the script will post later sorry for confusion.

avatar image Anxo · Jun 01, 2011 at 03:28 PM 0
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I will ask my boss for a week off so I can answer your question. jk, please compact it, we all love to help you but you want to spend the time to find the problem and present it to us so we can look at just the problem.

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