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Question by yerahmat · Jan 06, 2020 at 07:31 AM · movementrigidbodytransformpositionobject

Object not moving,Object not moving in any direction

Object not moving

I am trying to move a object in a direction, but it not seems to work. I have tried reinstalling visual studio community, trying different methods to move object but they didn't help.

Heres the code

 using UnityEngine;
 
 public class BallMovement : MonoBehaviour
 {
     public Rigidbody rb;
     public Rigidbody camRb;
     public Camera mainCamera;
     public Vector3 lastPos;
     public float wallDistance = 0.01f;
     public float minCamDistance;
     public float lerpSpeed;
     public float ballSpeed;
     public float camSpeed;
     public float bonusBallSpeed;
     public float maxBallDistance;
     public float minBallDistance;
     public float currentBallDistance;
 
     public Vector2 firstPressPos;
     public Vector2 secondPressPos;
     public Vector2 currentSwipe;
 
     public Vector3 pressedPos;
     public Vector3 leftPos;
 
     public bool pressed=false;
 
     private void Start()
     {
         rb = GetComponent<Rigidbody>();
     }
 
     private void Update()
     {
 
         //  Debug.Log("Controls from editor");
         // Swipe();
 
 #if UNITY_EDITOR
         // Debug.Log("Controls from editor");
         if (Input.GetMouseButton(0))
         {
             Debug.Log("Mouse pressed");
             if (!pressed)
             {
                 Debug.Log("Mouse pressed, left");
                 rb.AddForceAtPosition(Vector3.left, new Vector3(-1.5f, 0, 0),ForceMode.VelocityChange);
                 pressed = true;
             }
             else
             {
                 Debug.Log("Mouse pressed, right");
                 rb.AddForceAtPosition(Vector3.left, new Vector3(1.5f, 0, 0), ForceMode.VelocityChange);
                 pressed = false;
             }
         }
 #elif UNITY_ANDROID
          Debug.Log("From android device or emulator");
         if (Input.touchCount > 0)
         {
             Touch touch = Input.GetTouch(0);
             Vector3 touchPos = Camera.main.ScreenToWorldPoint(touch.position);
 
             if (touchPos.x < 0)
             {
                 //left
          float pos = transform.position.x;
                 pos = -1.5f;
 
             }else if (touchPos.x > 0)
             {
                 //right
          float pos = transform.position.x;
                 pos = 1.5f;
             }
         }
 #endif
 
         ballCameraDistance();
     }
 
     void HorizontalMovemnent()
     {
         
         Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
 
         RaycastHit hit;
         if (Physics.Raycast(ray, out hit))
         {
             //  Debug.Log("Ray cast success");
             transform.position = Vector3.Lerp(transform.position, new Vector3(hit.point.x, transform.position.y, transform.position.z), lerpSpeed * Time.deltaTime);
         }
     }
 
     void forwardMovemnent()
     {
         
         if (currentBallDistance < maxBallDistance && currentBallDistance > minBallDistance)
         {
             //  Debug.Log("Ball is between max and min distance");
             rb.velocity = Vector3.forward * ballSpeed;
 
         }
         else
         {
             //  Debug.Log("Ball is outside max and min distance");
             rb.velocity = Vector3.forward * camSpeed;
         }
     }
 
     private void LateUpdate()
     {
         Vector3 pos = transform.position;
 
         if (transform.position.x < -wallDistance)
         {
             pos.x = -wallDistance;
         }
         else if (transform.position.x > wallDistance)
         {
             pos.x = wallDistance;
         }
 
         if (transform.position.z < mainCamera.transform.position.z + minCamDistance)
         {
             pos.z = mainCamera.transform.position.z + minCamDistance;
         }
 
         transform.position = pos;
 
     }
 
     private void FixedUpdate()
     {
         forwardMovemnent();
         cameraMovement();
     }
 
     private void cameraMovement()
     {
         camRb.velocity = Vector3.forward * camSpeed;
     }
 
     private void ballCameraDistance()
     {
         // currentBallDistance = Vector3.Distance(mainCamera.transform.position,transform.position);
         currentBallDistance = transform.position.z;
     }
 
 
     public void Swipe()
     {
         if (Input.GetMouseButtonDown(0))
         {
             //save began touch 2d point
             firstPressPos = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
             float posX = 1.5f;
 
             Vector3.Lerp(transform.position, new Vector3(-1.5f,0,0), lerpSpeed * Time.deltaTime);
         }
         if (Input.GetMouseButtonUp(0))
         {
             //save ended touch 2d point
             secondPressPos = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
 
             //create vector from the two points
             currentSwipe = new Vector2(secondPressPos.x - firstPressPos.x, secondPressPos.y - firstPressPos.y);
 
             //normalize the 2d vector
             currentSwipe.Normalize();
 
             //swipe upwards
             if (currentSwipe.y > 0  && currentSwipe.x > -0.5f  && currentSwipe.x < 0.5f)
          {
                 Debug.Log("up swipe");
             }
             //swipe down
             if (currentSwipe.y < 0  && currentSwipe.x > -0.5f  && currentSwipe.x < 0.5f)
         {
                 Debug.Log("down swipe");
             }
             //swipe left
             if (currentSwipe.x < 0 && currentSwipe.y > -0.5f && currentSwipe.y < 0.5f)
         {
                 Debug.Log("left swipe");
 
                 rb.AddForce(transform.up*100*Time.deltaTime);
 
 
             }
             //swipe right
             if (currentSwipe.x > 0  && currentSwipe.y > -0.5f  && currentSwipe.y < 0.5f)
         {
                 Debug.Log("right swipe");
 
                 rb.AddForce(transform.right * 100*Time.deltaTime); 
 
             }
         }
     }
 }

alt text

I am trying to move a object in a direction, but it not seems to work. I have tried reinstalling visual studio community, trying different methods to move object but they didn't help.

Heres the code

 using UnityEngine;
 
 public class BallMovement : MonoBehaviour
 {
     public Rigidbody rb;
     public Rigidbody camRb;
     public Camera mainCamera;
     public Vector3 lastPos;
     public float wallDistance = 0.01f;
     public float minCamDistance;
     public float lerpSpeed;
     public float ballSpeed;
     public float camSpeed;
     public float bonusBallSpeed;
     public float maxBallDistance;
     public float minBallDistance;
     public float currentBallDistance;
 
     public Vector2 firstPressPos;
     public Vector2 secondPressPos;
     public Vector2 currentSwipe;
 
     public Vector3 pressedPos;
     public Vector3 leftPos;
 
     public bool pressed=false;
 
     private void Start()
     {
         rb = GetComponent<Rigidbody>();
     }
 
     private void Update()
     {
 
         //  Debug.Log("Controls from editor");
         // Swipe();
 
 #if UNITY_EDITOR
         // Debug.Log("Controls from editor");
         if (Input.GetMouseButton(0))
         {
             Debug.Log("Mouse pressed");
             if (!pressed)
             {
                 Debug.Log("Mouse pressed, left");
                 rb.AddForceAtPosition(Vector3.left, new Vector3(-1.5f, 0, 0),ForceMode.VelocityChange);
                 pressed = true;
             }
             else
             {
                 Debug.Log("Mouse pressed, right");
                 rb.AddForceAtPosition(Vector3.left, new Vector3(1.5f, 0, 0), ForceMode.VelocityChange);
                 pressed = false;
             }
         }
 #elif UNITY_ANDROID
          Debug.Log("From android device or emulator");
         if (Input.touchCount > 0)
         {
             Touch touch = Input.GetTouch(0);
             Vector3 touchPos = Camera.main.ScreenToWorldPoint(touch.position);
 
             if (touchPos.x < 0)
             {
                 //left
          float pos = transform.position.x;
                 pos = -1.5f;
 
             }else if (touchPos.x > 0)
             {
                 //right
          float pos = transform.position.x;
                 pos = 1.5f;
             }
         }
 #endif
 
         ballCameraDistance();
     }
 
     void HorizontalMovemnent()
     {
         
         Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
 
         RaycastHit hit;
         if (Physics.Raycast(ray, out hit))
         {
             //  Debug.Log("Ray cast success");
             transform.position = Vector3.Lerp(transform.position, new Vector3(hit.point.x, transform.position.y, transform.position.z), lerpSpeed * Time.deltaTime);
         }
     }
 
     void forwardMovemnent()
     {
         
         if (currentBallDistance < maxBallDistance && currentBallDistance > minBallDistance)
         {
             //  Debug.Log("Ball is between max and min distance");
             rb.velocity = Vector3.forward * ballSpeed;
 
         }
         else
         {
             //  Debug.Log("Ball is outside max and min distance");
             rb.velocity = Vector3.forward * camSpeed;
         }
     }
 
     private void LateUpdate()
     {
         Vector3 pos = transform.position;
 
         if (transform.position.x < -wallDistance)
         {
             pos.x = -wallDistance;
         }
         else if (transform.position.x > wallDistance)
         {
             pos.x = wallDistance;
         }
 
         if (transform.position.z < mainCamera.transform.position.z + minCamDistance)
         {
             pos.z = mainCamera.transform.position.z + minCamDistance;
         }
 
         transform.position = pos;
 
     }
 
     private void FixedUpdate()
     {
         forwardMovemnent();
         cameraMovement();
     }
 
     private void cameraMovement()
     {
         camRb.velocity = Vector3.forward * camSpeed;
     }
 
     private void ballCameraDistance()
     {
         // currentBallDistance = Vector3.Distance(mainCamera.transform.position,transform.position);
         currentBallDistance = transform.position.z;
     }
 
 
     public void Swipe()
     {
         if (Input.GetMouseButtonDown(0))
         {
             //save began touch 2d point
             firstPressPos = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
             float posX = 1.5f;
 
             Vector3.Lerp(transform.position, new Vector3(-1.5f,0,0), lerpSpeed * Time.deltaTime);
         }
         if (Input.GetMouseButtonUp(0))
         {
             //save ended touch 2d point
             secondPressPos = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
 
             //create vector from the two points
             currentSwipe = new Vector2(secondPressPos.x - firstPressPos.x, secondPressPos.y - firstPressPos.y);
 
             //normalize the 2d vector
             currentSwipe.Normalize();
 
             //swipe upwards
             if (currentSwipe.y > 0  && currentSwipe.x > -0.5f  && currentSwipe.x < 0.5f)
          {
                 Debug.Log("up swipe");
             }
             //swipe down
             if (currentSwipe.y < 0  && currentSwipe.x > -0.5f  && currentSwipe.x < 0.5f)
         {
                 Debug.Log("down swipe");
             }
             //swipe left
             if (currentSwipe.x < 0 && currentSwipe.y > -0.5f && currentSwipe.y < 0.5f)
         {
                 Debug.Log("left swipe");
 
                 rb.AddForce(transform.up*100*Time.deltaTime);
 
 
             }
             //swipe right
             if (currentSwipe.x > 0  && currentSwipe.y > -0.5f  && currentSwipe.y < 0.5f)
         {
                 Debug.Log("right swipe");
 
                 rb.AddForce(transform.right * 100*Time.deltaTime); 
 
             }
         }
     }
 }

alt text

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Answer by lgarczyn · Jan 06, 2020 at 08:20 PM

Too much code to fully debug, but if you have a rigidbody, don't use transform.position.


Also if your rigidbody is kinematic, use rigidbody.MovePosition.


If it is not kinematic, use rigidbody.velocity or rigidbody.AddForce.


Only use transform.position if you don't have a rigidbody or CharacterController.


Only use rigidbody.position if you want to teleport your rigidbody instead of moving it slowly.

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