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Question by aceleeon5 · Jun 13, 2014 at 10:52 AM · collisionpathfollowing

how to create 'pathfollow-no collision' code 2d?

I'm very new to Unity and programming in general, but I would like to know how to create this code (or at least get it started): for a 2d Sidescroller

-the player moves along a (half circle) path when the 'up key'is pressed.

-the animation changes while traveling.

-while traveling the player has no collision with any tagged enemy (the player can move thru the enemy).

Any help or guidance would be greatly appreciated!

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avatar image aceleeon5 · Jun 30, 2014 at 01:34 AM 0
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I have tried the following: -Itween's path functions with a getkeydown code thrown in there (essentially press a button, make the char follow a jump path)

  • simple physics code with raycasting and a set angle and accel.

  • piecing a flurry of different Itween and raycasting tutorials into my jump code to see if I can get it.

Below I have the most successful code thus far. BUT he still doesnt follow a path, (char can move back and forth in the air).

   using UnityEngine;
   using System.Collections;
 
   public class bounding : $$anonymous$$onoBehaviour 
   {
     public string boundButton = "Fire2";
       public float jumpPower = 10.0f;
       public Animator anim;
       public bool grounded = false;
       public float $$anonymous$$JumpDelay = 0.5f;
       public Transform groundcheck;
       private float jumpTime = 10.0f;
       //private bool jumped = false;
         
       // Use this for initialization
       void Start () 
       {
           anim = gameObject.GetComponent<Animator>();
       }
     
       // Update is called once per frame
       void Update () 
       {
         grounded = Physics2D.Linecast(transform.position, groundcheck.position, 1 << Layer$$anonymous$$ask.NameToLayer ("Ground"));    
           if(jumpTime > 0)
         {
              jumpTime -= Time.deltaTime;
         }
         if(Input.GetButtonDown(boundButton))
         {
             anim.SetBool("bound",true);
             grounded = false;
             rigidbody2D.AddForce(transform.up*jumpPower);
             jumpTime = $$anonymous$$JumpDelay;
         }
         if(grounded && anim.GetBool("bound") && jumpTime <= 0) 
         {
             anim.SetBool("bound",false);
         }
     }
  }
 

 






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Answer by Nuunes3 · Jun 30, 2014 at 02:07 AM

I'm not really sure about what you mean by "half circle path". You could place the player in a new layer whenever he jumps and uncheck the collision between this new layer and the enemies layer.

This is literally my first answer on unity Answers and english is not my main language so please, forgive me for any mistakes.

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avatar image aceleeon5 · Jun 30, 2014 at 02:41 AM 0
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AWESO$$anonymous$$E what a privelage! I'm honored! I'm very new to all of this so I don't know whole lot. But I will try. Thank you!

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