Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by ChichoRD · Sep 12, 2020 at 04:24 PM · rigidbody2dphysics2daddforcearray of gameobjects

I'm so lost trying to add a force towards the nearest collder with tag "x"

I want my player to be able to get an impulse towards the nearest gameobject with a specific tag, I'm a bit new to unity so probably parts of my code are no-sense, I know that I have to put all my wanted objects in an array and then calculate the nearest object every frame, please help, I'm lost:

 using UnityEngine;
 using System.Linq;
 
 public class PlayerAbilities : MonoBehaviour
 {
     public static PlayerAbilities instance;
 
     private Collider2D[] Gatherables;
     private GameObject[] GatherablesObjects = GameObject.FindGameObjectsWithTag("Gatherable");
     
     private float[] distance;
     private float nearestCollider;
     
     private Rigidbody2D rb;
 
     public LayerMask whatCanGrab;
 
     public float areaOfEffect;
     public float effectForce;
 
     private void Start()
     { 
         foreach (var collider in GatherablesObjects)
         {
             Gatherables = GetComponents<Collider2D>();
         }
 
         rb = GetComponent<Rigidbody2D>();
     }
 
     private void Update()
     {
         for (int i = 0; i < Gatherables.Length; i++)
         {
             distance[i] = Vector2.Distance(transform.position, Gatherables[i].transform.position);
         }
 
         nearestCollider = NearestCollider();
     }
 
     public void GrabDash()
     {
         if (Physics2D.OverlapCircle(transform.position, areaOfEffect, whatCanGrab))
         {
             rb.AddForce(new Vector2(nearestCollider) * effectForce, ForceMode2D.Impulse);
         }
     }
 
     private void OnDrawGizmos()
     {
         //Gizmos.DrawLine(transform.position, Gatherables[].transform.position);
     }
 
     private float NearestCollider()
     {
         return distance.Min();
     }
 }

Let me know all what you think of my code and how can I improve it please and thanks.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

144 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

The character velocity changes while the rigidbody is kinematic 1 Answer

Jump problem 1 Answer

Unity 2D Physics .AddForce 1 Answer

Rigidbody2d.addforce in the direction of mouse problem 1 Answer

,Rotate a gameobject around another while being attracted by its gravity 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges