Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 /
  • Help Room /
avatar image
0
Question by chrisifwax101 · Mar 22, 2017 at 10:56 PM · unity 5aihow-tohoverhovercraft

How to make ai move like my character but without controls

I am trying to make a hover craft game and i have a hovercraft that moves perfectly using values from the users controls but i have a problem with getting the AI to move like the main character here is the code i use to control the player

 using UnityEngine;
 using System.Collections;
 using UnityStandardAssets.CrossPlatformInput;
 
 public class CarController : MonoBehaviour {
 
     //Values that control the vehicle 
     public float acceleration;
     public float rotationRate;
 
     //values for faking a nice turn display
     public float turnRotationAngle;
     public float turnRotationSeekSpeed;
 
     //Reference variables we dont directly use
     private float rotationVelocity;
     private float groundAngleVElocity;
 
     //Weapons variables
     public Transform[] laserSpawnPoints;
     public GameObject projectile;
     public float ShootForce;
 
     //Initialization code here
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
         Shoot();
     }
 
     void FixedUpdate()
     {
         Move();
         
     }
 
     void Move()
     {
         //Check if we are touching the ground 
         if (Physics.Raycast(transform.position, transform.up * -1, 3f))
         {
             //We are on the ground; enable the accelerator and increase drag
             GetComponent<Rigidbody>().drag = 1;
 
             //Calculate forward force
             Vector3 forwardForce = transform.forward * acceleration * CrossPlatformInputManager.GetAxis("Vertical");
             //Correct force for deltaTime and vehicle mass
             forwardForce = forwardForce * Time.deltaTime * GetComponent<Rigidbody>().mass;
 
             GetComponent<Rigidbody>().AddForce(forwardForce);
 
         }
         else
         {
             //We are not  on the ground and do not want to just halt in mid-air; reduce drag
             GetComponent<Rigidbody>().drag = 0;
         }
 
         //You can turn in the air or on the ground
         Vector3 turnTorque = Vector3.up * rotationRate * CrossPlatformInputManager.GetAxis("Horizontal");
         //Correct force for deltaTime and vehicle mass
         turnTorque = turnTorque * Time.deltaTime * GetComponent<Rigidbody>().mass;
         GetComponent<Rigidbody>().AddTorque(turnTorque);
 
         //Fake rotate the car when you are turning
         Vector3 newRotation = transform.eulerAngles;
         newRotation.z = Mathf.SmoothDampAngle(newRotation.z, CrossPlatformInputManager.GetAxis("Horizontal") * -turnRotationAngle, ref rotationVelocity, turnRotationSeekSpeed);
         transform.eulerAngles = newRotation;
     }
 
     void Shoot()
     {
         if (Input.GetButtonDown("Fire1"))
         {
             for (int i = 0; i < laserSpawnPoints.Length; i++)
             {
                 GameObject proj = (GameObject)Instantiate(projectile, laserSpawnPoints[i].position, laserSpawnPoints[i].rotation);
                 proj.GetComponent<Rigidbody>().AddForce(laserSpawnPoints[i].forward * ShootForce, ForceMode.Impulse);
             }
         }
     }
 }
 


I am new to this please i need help

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

171 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 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

Checking when two triggers intersect 1 Answer

How to connect Xcode date And Unity 3d maping? 0 Answers

Endlessly Spinning Drone 1 Answer

Player Collision with the bullet 0 Answers

Unity Animal following pet system 0 Answers


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