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Question by MooreINC · Apr 28, 2014 at 01:01 PM · errorsidescroller

Can you help me find the script error please?

Cant find error in script and i have to finish my game for a project at school in less than 4 hours can someone help :(

using UnityEngine; using System.Collections;

[RequireComponent (typeof(BoxCollider))] public class PlayerPhysics : MonoBehaviour {

 public LayerMask collisionMask;
 
 private BoxCollider collider;
 private Vector3 s;
 private Vector3 c;

 private float Skin = .005f;

 [HideInInspector]
 public bool grounded;

 Ray ray;
 RaycastHit hit;

 void Start() {
     collider = GetComponent<BoxCollider>();
     s = collider.size;
     c = collider.center;
 }

 public void Move(Vector2 moveAmount) {

     float deltaY = moveAmount.y;
     float deltaX = moveAmount.x;
     Vector2 p = transform.position;

     for (int i = 0; i<=3; i ++) {
         float dir = Mathf.Sign(deltaY);
         float x = (p.x + c.x - s.x/2) + s.x/2 * i; // Left, centre and then rightmost point of collider
         float y = p.y + c.y + s.y/2 * dir; // Bottom of collider

         ray = new Ray(new Vector2(x,y), new Vector2(0,dir));

         if (Physics.Raycast(ray,out hit,Mathf.Abs(deltaY,CollisionMask)) {
             // Get distance between player and ground
             float dst = Vector3.Distance (ray.origin, hit.point);

             // stop player's downward movement after coming within skin width of a collider
             if (dst > skin) {
                 deltaY = -dst + skin;
             }
             else {
                 deltaY = 0;
             }
             grounded = true;
             break;

         }

     }

         Vector2 finalTransform = new Vector2(deltaX,deltaY);


     transform.Translate(finalTransform);
 }

}

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avatar image KillMobil · Apr 29, 2014 at 09:29 AM 0
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ok... well this $$anonymous$$athf.Abs all it does converts any number to positive so thats why this doesn't work $$anonymous$$athf.Abs(deltaY,Collision$$anonymous$$ask).

as for the ray cast if guess youll need something like this?

Physics.Raycast (ray, out hit , collision$$anonymous$$ask , 100 /(RayDistance)/ )

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Answer by KillMobil · Apr 28, 2014 at 01:28 PM

I fear there are a few problems you got above firstly you confusing Vectors

for example transform.position returns a Vector3 Not A vector2 same as the declaration for the Ray Paths

Mathf.Abs(deltaY,CollisionMask) ----> dont understand what you achive with this so i removed it for now

cant test if the code actually works but should fix most of the vector problems

     public LayerMask collisionMask;
     
         private BoxCollider collider;
         private Vector3 s;
         private Vector3 c;
     
         private float Skin = .005f;
 
         public bool grounded;
     
         Ray ray;
         RaycastHit hit;
     
         void Start ()
         {
                 collider = GetComponent<BoxCollider> ();
                 s = collider.size;
                 c = collider.center;
 
         }
     
 
 
         public void Move (Vector2 moveAmount)
         {
                 float deltaY = moveAmount.y;
                 float deltaX = moveAmount.x;
                 Vector3 p = transform.position;
     
         
                 for (int i = 0; i<=3; i ++) {
                         float dir = Mathf.Sign (deltaY);
                         float x = (p.x + c.x - s.x / 2) + s.x / 2 * i; // Left, centre and then rightmost point of collider
                         float y = p.y + c.y + s.y / 2 * dir; // Bottom of collider
                     
                     
                         // Ray Also needs Vector3
                         ray = new Ray (new Vector3 (x, y, 0), new Vector3 (0, dir, 0));
 
                         //Mathf.Abs(deltaY,CollisionMask) ??
                         if (Physics.Raycast (ray, out hit)) {
                                 // Get distance between player and ground
                                 float dst = Vector3.Distance (ray.origin, hit.point);
                 
                                 // stop player's downward movement after coming within skin width of a collider
                                 if (dst > Skin) { // skin was delcared with Capital S 
                                         deltaY = -dst + Skin;
                                 } else {
                                         deltaY = 0;
                                 }
                                 grounded = true;
                                 break;                
                         }
 
                 }
 
                 Vector3 finalTransform = new Vector3 (deltaX, deltaY, 0);
                 transform.Translate (finalTransform);        
         }
 
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avatar image MooreINC · Apr 29, 2014 at 04:47 AM 0
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that math abs was done in an attempt to make him deal with gravity and going up and down so that when you press play when hes in the air he falls slowly to the ground

avatar image MooreINC · Apr 29, 2014 at 04:55 AM 0
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thank you but it says that an arguement is missing whats that mean? @$$anonymous$$ill$$anonymous$$obil

avatar image KillMobil MooreINC · Apr 29, 2014 at 09:03 AM 0
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that there is still an error what line did you get that?

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