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Question by adisheshu · Aug 01, 2012 at 11:16 AM · c#iphone

How to create button for jumping in unity3d for iphone

Hello ,

i am beginner of unity3d,..i started one game in that i have done jumping as input anykey,i am doing game for iphone,i want to create button for jumping....here i am anykey for that touching anywhere the charector is jumping.....please any information about jumping the charector in iphone...the input as button..

my code as..

using UnityEngine;

[RequireComponent(typeof(CharacterController))]

[AddComponentMenu("2D Platformer/Controller2D")]

public class Controller2D : MonoBehaviour

{

// Require a character controller to be attached to the same game object

 [System.Serializable]

 public class PlatformerControllerMovement

 {

     // The speed when walking

     public float walkSpeed = 3.0f;

     // when pressing "Fire1" button (control) we start running

     public float runSpeed = 10.0f;

 

     public float inAirControlAcceleration = 1.0f;

 

     // The gravity for the character

     public float gravity = 60.0f;

     public float maxFallSpeed = 20.0f;

 

     // How fast does the character change speeds?  Higher is faster.

     public float speedSmoothing = 20.0f;

 

     // This controls how fast the graphics of the character "turn around" when the player turns around using the controls.

     public float rotationSmoothing = 10.0f;

 

     // 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]

     public Vector3 direction = Vector3.zero;

 

     // The current vertical speed

     [System.NonSerialized]

     public float verticalSpeed = 0.0f;

 

     // The current movement speed.  This gets smoothed by speedSmoothing.

     [System.NonSerialized]

     public float speed = 0.0f;

 

     // Is the user pressing the left or right movement keys?

     [System.NonSerialized]

     public bool isMoving = false;

 

     // The last collision flags returned from controller.Move

     [System.NonSerialized]

     public 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]

     public Vector3 velocity;

 

     // This keeps track of our current velocity while we're not grounded?

     [System.NonSerialized]

     public Vector3 inAirVelocity = Vector3.zero;

 

     // This will keep track of how long we have we been in the air (not grounded)

     [System.NonSerialized]

     public float hangTime = 0.0f;

 

 }

 

 [System.Serializable]

 // We will contain all the jumping related variables in one helper class for clarity.

 public class PlatformerControllerJumping

 {

     // Can the character jump?

     public bool enabled = true;

 

     // How high do we jump when pressing jump and letting go immediately

     public float height = 2f;

     // We add extraHeight units (meters) on top when holding the button down longer while jumping

     public float extraHeight = 4.1f;

 

     public float doubleJumpHeight = 4.1f;

 

     // 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]

     public float repeatTime = 0.05f;

 

     [System.NonSerialized]

     public float timeout = 0.15f;

 

     // Are we jumping? (Initiated with jump button and not grounded yet)

     [System.NonSerialized]

     public bool jumping = false;

 

     // Are where double jumping? ( Initiated when jumping or falling after pressing the jump button )

     [System.NonSerialized]

     public bool doubleJumping = false;

 

     // Can we make a double jump ( we can't make two double jump or more at the same jump )

     [System.NonSerialized]

     public bool canDoubleJump = false;

 

     [System.NonSerialized]

     public bool reachedApex = false;

 

     // Last time the jump button was clicked down

     [System.NonSerialized]

     public float lastButtonTime = -10.0f;

 

     // Last time we performed a jump

     [System.NonSerialized]

     public float lastTime = -1.0f;

 

     // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)

     [System.NonSerialized]

     public float lastStartHeight = 0.0f;

 }

 // Does this script currently respond to Input?

 public bool 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.

 public Transform spawnPoint;

 

 public PlatformerControllerMovement movement;

 

 

 public PlatformerControllerJumping jump;

 

 private CharacterController controller;

 

 // Moving platform support.

 private Transform activePlatform;

 private Vector3 activeLocalPlatformPoint;

 private Vector3 activeGlobalPlatformPoint;

 private Vector3 lastPlatformVelocity;

 

 // This is used to keep track of special effects in UpdateEffects ();

 private bool areEmittersOn = false;

 

 void Awake()

 {

     movement = new PlatformerControllerMovement();

     jump = new PlatformerControllerJumping();

     movement.direction = transform.TransformDirection(Vector3.forward);

     controller = GetComponent<CharacterController>();

     Spawn();

 }

 

 void Spawn()

 {

     // reset the character's speed

     movement.verticalSpeed = 0.0f;

     movement.speed = 0.0f;

 

     // reset the character's position to the spawnPoint

     transform.position = spawnPoint.position;

 

 }

 

 void OnDeath()

 {

     Spawn();

 }

 

 void UpdateSmoothedMovementDirection()

 {

     float h = 0.5f;

 

     if (!canControl)

         h = 0.0f;

 

     movement.isMoving = Mathf.Abs(h) > 0.1;

 

     if (movement.isMoving)

         movement.direction = new Vector3(0, 0, h);

 

     // Grounded controls

     //if (controller.isGrounded)

     //{

         // Smooth the speed based on the current target direction

         float curSmooth = movement.speedSmoothing * Time.deltaTime;

 

         // Choose target speed

 

         float targetSpeed = Mathf.Min(Mathf.Abs(h), 1.0f);

 

         // Pick speed modifier

         /*

        if (Input.GetButton ("Fire2") && canControl)

             targetSpeed *= movement.runSpeed;

         else

             targetSpeed *= movement.walkSpeed;

         */

 

         targetSpeed *= movement.runSpeed;

 

         movement.speed = Mathf.Lerp(movement.speed, targetSpeed, curSmooth);

 

         movement.hangTime = 0.0f;

     //}

     //else

     //{

     //    // In air controls

     //    movement.hangTime += Time.deltaTime;

     //    if (movement.isMoving)

     //        movement.inAirVelocity += new Vector3(Mathf.Sign(h), 0, 0) * Time.deltaTime * movement.inAirControlAcceleration;

     //}
 

if(transform.position.z > 85f) {

Application.LoadLevel(2);

}

if(transform.position.x > -49 || transform.position.x < -55) {

Application.LoadLevel(2);

}

//Debug.Log(transform.position.z == 3);

//Debug.Log("HIT THE STAIRCASE "+transform.position.z+" == 3f");

//float target = 3.4f;

float staircase = transform.position.z;

//Debug.Log(staircase);

if( staircase <= 3.5f && staircase >= 3.499f) {

Debug.Log("HIT THE STAIRCASE "+transform.position.z+" == 3f");

//Destroy(gameObject);

animation.CrossFade ("run");

} if( staircase <= 5.66f && staircase >= 5.64f) {

Debug.Log("HIT THE STAIRCASE "+transform.position.z+" == 3f");

//Destroy(gameObject);

animation.CrossFade ("run");

} if( staircase <= 7.28f && staircase >= 7.27f) {

Debug.Log("HIT THE STAIRCASE "+transform.position.z+" == 3f");

//Destroy(gameObject);

animation.CrossFade ("run");

} if( staircase <= 8.89f && staircase >= 8.87f) {

Debug.Log("HIT THE STAIRCASE "+transform.position.z+" == 3f");

//Destroy(gameObject);

animation.CrossFade ("run");

} if( staircase <= 11.08f && staircase >= 11.07f) {

Debug.Log("HIT THE STAIRCASE "+transform.position.z+" == 3f");

//Destroy(gameObject);

animation.CrossFade ("run");

} if( staircase <= 13.3f && staircase >= 13.28f) {

Debug.Log("HIT THE STAIRCASE "+transform.position.z+" == 3f");

//Destroy(gameObject);

animation.CrossFade ("run");

} if( staircase <= 15.8f && staircase >= 15.6f) {

Debug.Log("HIT THE STAIRCASE "+transform.position.z+" == 3f");

//Destroy(gameObject);

animation.CrossFade ("run");

} if( staircase <= 18.15f && staircase >= 18.14f) {

Debug.Log("HIT THE STAIRCASE "+transform.position.z+" == 3f");

//Destroy(gameObject);

animation.CrossFade ("run");

} if( staircase <= 20.70f && staircase >= 20.69f) {

Debug.Log("HIT THE STAIRCASE "+transform.position.z+" == 3f");

//Destroy(gameObject);

animation.CrossFade ("run");

} if( staircase <= 20.70f && staircase >= 20.69f) {

Debug.Log("HIT THE STAIRCASE "+transform.position.z+" == 3f");

//Destroy(gameObject);

canControl = true; animation.CrossFade ("run");

}

 }
 

public Transform Prefab;

void OnGUI()

{

if(GUI.Button(new Rect(100,400,70,30),"Fire")) { Debug.Log("fire"); Instantiate(Prefab,transform.position,Quaternion.identity); }

     GUI.Button(new Rect(120,400,70,30),"jump");
 

}

 void FixedUpdate()

 {

     // Make sure we are absolutely always in the 2D plane.

     transform.position = new Vector3(transform.position.x, transform.position.y,transform.position.z);

 

 }

 

 void 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);

         }

     }

 }

 

 void ApplyGravity()

 {

     // Apply gravity

     bool jumpButton = Input.anyKey;

 

 

 

     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)

     {

         jump.reachedApex = true;

         SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);

     }

 

     // if we are jumping and we press jump button, we do a double jump or

     // if we are falling, we can do a double jump to

     if ((jump.jumping && Input.anyKeyDown && !jump.doubleJumping) || (!controller.isGrounded && !jump.jumping && !jump.doubleJumping && movement.verticalSpeed < -12.0))

     {

         jump.canDoubleJump = true;

//animation.Play("run");

     }

 

     // if we can do a double jump, and we press the jump button, we do a double jump

     if (jump.canDoubleJump && Input.anyKeyDown && !IsTouchingCeiling())

     {

         jump.doubleJumping = true;

         movement.verticalSpeed = CalculateJumpVerticalSpeed(jump.doubleJumpHeight);

         jump.canDoubleJump = false;

 

     }

     // * When jumping up we don't apply gravity for some time when the user is holding the jump button

     //   This gives more control over jump height by pressing the button longer

     bool extraPowerJump = jump.jumping && !jump.doubleJumping && 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;

         jump.canDoubleJump = false;

     }

     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);

 }

 

 float CalculateJumpVerticalSpeed(float targetJumpHeight)

 {

     // 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);

 }

 

 void DidJump()

 {

     jump.jumping = true;

     jump.reachedApex = false;

     jump.lastTime = Time.time;

     jump.lastStartHeight = transform.position.y;

     jump.lastButtonTime = -10;

 }

 

 void UpdateEffects()

 {

     bool 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)

     {

         foreach (ParticleEmitter emitter in GetComponentsInChildren<ParticleEmitter>())

         {

             emitter.emit = areEmittersOn;

         }

     }

 }

 

 void Update()

 {

     if (Input.anyKeyDown && canControl)

     {

         jump.lastButtonTime = Time.time;

     }

 

     UpdateSmoothedMovementDirection();

 

     // Apply gravity

     // - extra power jump modifies gravity

     ApplyGravity();

 

     // Apply jumping logic

     ApplyJumping();

 

     // Moving platform support

     if (activePlatform != null)

     {

         Vector3 newGlobalPlatformPoint = activePlatform.TransformPoint(activeLocalPlatformPoint);

         Vector3 moveDistance = (newGlobalPlatformPoint - activeGlobalPlatformPoint);

         transform.position = transform.position + moveDistance;

         lastPlatformVelocity = (newGlobalPlatformPoint - activeGlobalPlatformPoint) / Time.deltaTime;

     }

     else

     {

         lastPlatformVelocity = Vector3.zero;

     }

 

     activePlatform = null;

 

     // Save lastPosition for velocity calculation.

     Vector3 lastPosition = transform.position;

 

     // Calculate actual motion

     Vector3 currentMovementOffset = movement.direction * movement.speed + new 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 && !Input.anyKeyDown)

{

//Debug.Log(Quaternion.LookRotation(movement.direction));

         transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(movement.direction), Time.deltaTime * movement.rotationSmoothing);

}

     else 

{ transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(movement.direction), Time.deltaTime * 100);

}

     // We are in jump mode but just became grounded

     if (controller.isGrounded)

     {

         movement.inAirVelocity = Vector3.zero;

 

         if (jump.jumping || jump.doubleJumping)

         {

             jump.jumping = false;

             jump.doubleJumping = false;

             jump.canDoubleJump = false;

 

             SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);

 

             Vector3 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();

 }

 

public Transform explosionPrefab; void OnControllerColliderHit(ControllerColliderHit hit)

 {

if(hit.gameObject.tag == "enemy") {

Debug.Log(hit.gameObject.tag); Instantiate(explosionPrefab, transform.position, Quaternion.identity);

Destroy(hit.gameObject);

}

if(hit.gameObject.tag == "staircase") {

//Debug.Log(hit.gameObject.tag);

animation.Play("walk",PlayMode.StopAll);

}

     if (hit.moveDirection.y > 0.01f)

         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 < -0.9f && hit.normal.y > 0.9f)

     {

         activePlatform = hit.collider.transform;

     }

 }
 

/ void OnTriggerEnter(Collider other) { Debug.Log("hit"); Destroy(other.gameObject); } /

 // Various helper functions below:

 float GetSpeed()

 {

 

     return movement.speed;

 }

 

 Vector3 GetVelocity()

 {

     return movement.velocity;

 }

 

 

 bool IsMoving()

 {

     return movement.isMoving;

 }

 

 bool IsJumping()

 {

     return jump.jumping;

 }

 

 bool IsDoubleJumping()

 {

     return jump.doubleJumping;

 }

 

 bool canDoubleJump()

 {

     return jump.canDoubleJump;

 }

 

 bool IsTouchingCeiling()

 {

     return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;

 }

 

 Vector3 GetDirection()

 {

     return movement.direction;

 }

 

 float GetHangTime()

 {

     return movement.hangTime;

 }

 

 void Reset()

 {

     gameObject.tag = "Player";

 }

 

 void SetControllable(bool controllable)

 {

     canControl = controllable;

 }

 

   

 

}

this is attached to charector..

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Answer by strachpr01 · Aug 01, 2012 at 05:58 PM

what you would be best doing is using a GUI button instead of input.anyKey as there are no input keys on iphone. so for example

if GUI.Button(Rect(Screen.width*0.01f,Screen.height*0.01f,Screen.width*0.1f,Screen.height*0.01f),"Jump")){

     //put jump code here;
 
 }`
 

pressing this button will then activate similar to using input.anykey

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