In one of my Android applications (Made with Unity), I would like to move the camera by scrolling with finger on the screen and simultaneously not detect hit, when I touch on any object during scrolling. My problem is that when I want to scroll down the camera with my finger, it firstly also detects hits with the objects. I have one script which is attached to Main Camera.
Here's the code for better understanding.
//Update function for scrolling and detecting touch.
//Do not want to detect touch on objects when scrolling.
void Update () {
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) {
checkTouch(Input.GetTouch(0).position);
}
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved) {
Vector2 touchDeltaPosition = Input.GetTouch(0).deltaPosition;
transform.Translate(0, -touchDeltaPosition.y * Time.deltaTime, 0);
transform.position = new Vector3(0, Mathf.Clamp(transform.position.y, -30, 0), -10);
}
}
void checkTouch(Vector3 pos){
Vector3 wp = Camera.main.ScreenToWorldPoint (pos);
Vector2 touchpos = new Vector2 (wp.x, wp.y);
hit = Physics2D.OverlapPoint (touchpos);
if (hit) {
//Debug.Log (hit.transform.gameObject.name);
//hit.transform.gameObject.SendMessage ("Clicked", null, SendMessageOptions.DontRequireReceiver);
if (hit.transform.gameObject.tag == "item"){
//do something
}
}
}
I think you can try use something like this
void Update()
{
if (Input.touchCount <= 0)
return;
bool lMove = false;
if (Input.GetTouch(0).phase == TouchPhase.Moved)
{
Debug.Log("Touch phase = Moved");
lMove = true;
Vector2 touchDeltaPosition = Input.GetTouch(0).deltaPosition;
transform.Translate(0, -touchDeltaPosition.y * Time.deltaTime, 0);
transform.position = new Vector3(0, Mathf.Clamp(transform.position.y, -30, 0), -10);
}
if (Input.GetTouch(0).phase == TouchPhase.Ended)
{
Debug.Log("Touch phase = Ended");
if (!lMove)
{
//onClick
checkTouch(Input.GetTouch(0).position);
}
}
}
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class LineDirDetector: MonoBehaviour {
public Text texto01;
//inside class
Vector2 firstPressPos;
Vector2 secondPressPos;
Vector2 currentSwipe;
void Update()
{
Swipe();
}
public void Swipe() {
if (Input.touches.Length > 0) {
Touch t = Input.GetTouch(0);
if (t.phase == TouchPhase.Began) {
//save began touch 2d point
firstPressPos = new Vector2(t.position.x, t.position.y);
}
if (t.phase == TouchPhase.Ended) {
//save ended touch 2d point
secondPressPos = new Vector2(t.position.x, t.position.y);
//create vector from the two points
currentSwipe = new Vector3(secondPressPos.x - firstPressPos.x, secondPressPos.y - firstPressPos.y);
//normalize the 2d vector
currentSwipe.Normalize();
//swipe upwards
if (currentSwipe.y > 0 && currentSwipe.x > -0.5 f && currentSwipe.x < 0.5 f) {
Debug.Log("up swipe");
texto01.text = "ARRIBA";
}
//swipe down
if (currentSwipe.y < 0 && currentSwipe.x > -0.5 f && currentSwipe.x < 0.5 f) {
Debug.Log("down swipe");
texto01.text = "ABAJO";
}
//swipe left
if (currentSwipe.x < 0 && currentSwipe.y > -0.5 f && currentSwipe.y < 0.5 f) {
Debug.Log("left swipe");
texto01.text = "IZQUIERDA";
}
//swipe right
if (currentSwipe.x > 0 && currentSwipe.y > -0.5 f && currentSwipe.y < 0.5 f) {
Debug.Log("right swipe");
texto01.text = "DERECHA";
}
}
}
}
}
Related
I am drawing on screen but what is drawn doesn't match where the mouse is. I am already using unproject to change screen cords to world cords. I am using fill viewport, I think the drawing is not scaled up to current screen size maybe?
public void setPoint(float x , float y) {
mPoints.get(currentPointIndex).set(x,y,0);
if (x != 0 && y != 0) {
getCamera().unproject(mPoints.get(currentPointIndex));
}
}
public void render(float delta) {
super.render(delta);
for(int i=0; i < maxPoints-1; i++) {
Vector3 pnt = mPoints.get(i);
Vector3 lastPnt = null;
if(i>0) lastPnt = mPoints.get(i-1);
if(pnt.x == 0 && pnt.y == 0) continue;
Vector3 pnt2 = mPoints.get(i+1);
if(pnt2.x == 0 && pnt2.y == 0) continue;
drawLine(sb,pnt,pnt2,lineWidth,lineTex,colors.get(i));
}
}
public UiScreen(WriteGame game, ScreenType screenType) {
super(game, screenType);
FitViewport sc = new FitViewport(LAYOUT_HEIGHT,LAYOUT_HEIGHT);
//sc.update(LAYOUT_HEIGHT,LAYOUT_HEIGHT,true);
mStage = new Stage(sc);
mStageCamera = new OrthographicCamera();
sc.setCamera(mStageCamera);
mInputMultiplexer = new InputMultiplexer();
mInputMultiplexer.addProcessor(mStage);
mGame = game;
}
So im using this code to move around an object, but i dont know how to make it collide with the walls. No matter what I do the gameobject just goes through the walls or if it hits them they bounce. Sorry if its too simple I am new.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class controller : MonoBehaviour {
private float dist;
private bool dragging = false;
private Vector3 offset;
private Transform toDrag;
public Text score;
public int counterofbeers;
public Touch touch;
public bool lampa=false;
void Awake(){
counterofbeers = 0;
}
void Update() {
score.text= counterofbeers.ToString ();
Vector3 v3;
if (Input.touchCount != 1) {
dragging = false;
return;
}
touch = Input.touches[0];
Vector3 pos = touch.position;
if(touch.phase == TouchPhase.Began) {
RaycastHit hit;
Ray ray = Camera.main.ScreenPointToRay(pos);
if(Physics.Raycast(ray, out hit) && (hit.collider.tag == "Draggable"))
{
Debug.Log ("Here");
toDrag = hit.transform;
dist = hit.transform.position.z - Camera.main.transform.position.z;
v3 = new Vector3(pos.x,dist);
v3 = Camera.main.ScreenToWorldPoint(v3);
offset = toDrag.position - v3;
dragging = true;
}
}
if (dragging && touch.phase == TouchPhase.Moved) {
v3 = new Vector3(Input.mousePosition.x,dist);
v3 = Camera.main.ScreenToWorldPoint(v3);
toDrag.position = v3 + offset;
}
if (dragging && (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled)) {
dragging = false;
}
}
void OnTriggerEnter(Collider other) {
if (other.gameObject.CompareTag ("pickup")) {
Destroy (other.gameObject); counterofbeers++;
}
if(other.gameObject.CompareTag("wall")){
lampa=true;
}
}
}
I am working on 2D infinite runner. I have below code to take input from screen swipe to jump, slide and run fast. I am providing jumpHeight from editor and value is 500 with frame rate of 30. Code works fine generally but sometimes player jumps too high for up swipe. Similar code works as expected if input is from Keyboard. Why this is happening is beyond my understanding of unity. Any help is greatly appreciated.
using UnityEngine;
public class PlayerControl : MonoBehaviour
{
public float ForwardSpeed = 3.7f; //moves player in forward direction
public float speedOffset = 0.0f; //offset speed of player
public float JumpHeight = 250; //moves player in verticle direction
bool grounded = false; //checks if player is grounded or not
public Transform groundCheck;
float groundCheckRadius = 0.3f; //radius of groundcheck circle to check grounded bool
public LayerMask groundLayer;
Vector2 fingerStart;
Vector2 fingerEnd;
void Update()
{
foreach (Touch touch in Input.touches)
{
if (touch.phase == TouchPhase.Began)
{
fingerStart = touch.position;
fingerEnd = touch.position;
}
if (touch.phase == TouchPhase.Moved)
{
fingerEnd = touch.position;
if (Mathf.Abs(fingerEnd.y - fingerStart.y) > 50)//Vertical swipe
{
if (fingerEnd.y - fingerStart.y > 50)//up swipe
{
Jump();
}
else if (fingerEnd.y - fingerStart.y < -50)//Down swipe
{
//Slide();
}
fingerStart = touch.position;
}
}
if (touch.phase == TouchPhase.Stationary)
{
RunFast();
}
if (touch.phase == TouchPhase.Ended)
{
fingerEnd = touch.position;
if (Mathf.Abs(fingerEnd.y - fingerStart.y) > 50)//Vertical swipe
{
if (fingerEnd.y - fingerStart.y > 50)//up swipe
{
Jump();
}
else if (fingerEnd.y - fingerStart.y < -50)//Down swipe
{
//Slide();
}
}
}
}
if (Input.GetButton("Fire1"))
{
speedOffset = 2.5f;
}
else
{
speedOffset = 0.0f;
}
if (grounded && Input.GetKeyDown(KeyCode.UpArrow))
{
grounded = false;
GetComponent<Rigidbody2D>().AddForce(new Vector2(0, JumpHeight));
}
//check if circle overlaps with ground layer
grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);
//Debug.Log(grounded);
}
void FixedUpdate()
{
//set players forward velocityto forward speed variable
Vector2 PlayerForwardvelocity = GetComponent<Rigidbody2D>().velocity;
// Vector2 PlayerJumpHeight = GetComponent<Rigidbody2D>().AddForce()
PlayerForwardvelocity.x = ForwardSpeed + speedOffset;
GetComponent<Rigidbody2D>().velocity = PlayerForwardvelocity;
}
void Jump()
{
if (grounded)
{
GetComponent<Rigidbody2D>().AddForce(new Vector2(0, JumpHeight));
speedOffset = 0.0f;
}
}
void RunFast()
{
if (Input.GetButton("Fire1"))
{
speedOffset = 2.5f;
}
else
{
speedOffset = 0.0f;
}
}
}
You have 2 problems with your code.
Your first problem lies in this line of code:
grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);
This line of code is failing. grounded is always true. Because of this, jump is called too many times while player is not grounded.
Replace this line of code with
Collider2D playerCollider = gameObject.GetComponent<Collider2D>();
grounded = Physics2D.OverlapCircle(playerCollider.transform.position, 1, groundLayer);
OR
Collider2D playerCollider = gameObject.GetComponent<Collider2D>();
grounded = playerCollider.IsTouchingLayers(groundLayer.value);
Another problem with your code is a false report.Sometimes, collider overlapping returns true even if it is false. I tried moving that part of code to LateUpdate function but that didn't fix it.
You can fix it by implementing a timer. The timer resets to 0 and starts counting to 0.5 whenever player jumps. Don't jump when timer has not reached the value it is counting to. .5 to 1 is a perfect value for this. Increment the timer with Time.deltaTime. Below is your whole code with timer and fixes.
public class PlayerControl : MonoBehaviour
{
public float ForwardSpeed = 3.7f; //moves player in forward direction
public float speedOffset = 0.0f; //offset speed of player
public float JumpHeight = 250; //moves player in verticle direction
bool grounded = false; //checks if player is grounded or not
public Transform groundCheck;
float groundCheckRadius = 0.3f; //radius of groundcheck circle to check grounded bool
public LayerMask groundLayer;
Vector2 fingerStart;
Vector2 fingerEnd;
public float resetTimer = 0.5f; //.5 second
float timerCounter = 0;
Collider2D playerCollider = null;
Rigidbody2D playerRigidBody;
void Start()
{
playerRigidBody = GetComponent<Rigidbody2D>();
playerCollider = gameObject.GetComponent<Collider2D>();
}
void Update()
{
foreach (Touch touch in Input.touches)
{
if (touch.phase == TouchPhase.Began)
{
fingerStart = touch.position;
fingerEnd = touch.position;
}
if (touch.phase == TouchPhase.Moved)
{
fingerEnd = touch.position;
if (Mathf.Abs(fingerEnd.y - fingerStart.y) > 50)//Vertical swipe
{
if (fingerEnd.y - fingerStart.y > 50)//up swipe
{
Jump();
}
else if (fingerEnd.y - fingerStart.y < -50)//Down swipe
{
//Slide();
}
fingerStart = touch.position;
}
}
if (touch.phase == TouchPhase.Stationary)
{
RunFast();
}
if (touch.phase == TouchPhase.Ended)
{
fingerEnd = touch.position;
if (Mathf.Abs(fingerEnd.y - fingerStart.y) > 50)//Vertical swipe
{
if (fingerEnd.y - fingerStart.y > 50)//up swipe
{
Jump();
}
else if (fingerEnd.y - fingerStart.y < -50)//Down swipe
{
//Slide();
}
}
}
}
if (Input.GetButton("Fire1"))
{
speedOffset = 2.5f;
}
else
{
speedOffset = 0.0f;
}
if (grounded && Input.GetKeyDown(KeyCode.UpArrow))
{
grounded = false;
playerRigidBody.AddForce(new Vector2(0, JumpHeight));
}
//check if circle overlaps with ground layer
grounded = Physics2D.OverlapCircle(playerCollider.transform.position, 1, groundLayer);
//OR Use grounded = playerCollider.IsTouchingLayers(groundLayer.value);
//Increment Timer if it is still less than resetTimer
if (timerCounter < resetTimer)
{
timerCounter += Time.deltaTime;
}
}
void FixedUpdate()
{
//set players forward velocityto forward speed variable
Vector2 PlayerForwardvelocity = playerRigidBody.velocity;
// Vector2 PlayerJumpHeight = playerRigidBody.AddForce()
PlayerForwardvelocity.x = ForwardSpeed + speedOffset;
playerRigidBody.velocity = PlayerForwardvelocity;
}
void Jump()
{
if (grounded)
{
//Exit if timer has not reached the required value to jump again
if (timerCounter < resetTimer)
{
Debug.Log("Failed To Jump because timer has not yet reached");
return; //Exit
}
timerCounter = 0; //Reset Timer
playerRigidBody.AddForce(new Vector2(0, JumpHeight));
speedOffset = 0.0f;
Debug.Log("Jumped");
}
else
{
Debug.Log("Not on the Ground");
}
}
void RunFast()
{
if (Input.GetButton("Fire1"))
{
speedOffset = 2.5f;
}
else
{
speedOffset = 0.0f;
}
}
}
Here is my problem , i have a camera that i move right , left , down and up with Touch in android device , and i have a gui button who shows me a text when i double tap on it. The problem that when i touch the gui button , the camera move. I want when i touch the gui button , the camera stops moving and when i touch anywhere else in the screen the camera moves.
Here is my code:
public float tapSpeed = 0.5f;
private float lastTapTime = 0;
public Touch touch;
public Vector2 startPos;
public Vector2 endPos;
public bool fingerHold = false;
private float CameraYLimitUp;
private float CameraYLimitDown;
private float CameraXLimitRight;
private float CameraXLimitLeft;
public GUIText guiTextTap;
void Awake()
{
CameraYLimitUp = 0;
CameraYLimitDown = 27;
CameraXLimitRight = -15;
CameraXLimitLeft = 22;
}
void Update()
{
// Camera moves left right up down with touch
if (Input.touchCount > 0)
{
touch = Input.GetTouch(0);
if (touch.phase == TouchPhase.Began)
{
startPos = touch.position;
fingerHold = true;
print("touch began");
}
else if (touch.phase == TouchPhase.Moved)
{
endPos = touch.position;
}
else if (touch.phase == TouchPhase.Ended)
{
fingerHold = false;
print("touch end");
}
}
if (fingerHold)
{
float deltaX = endPos.x - startPos.x;
float deltaY = endPos.y - startPos.y;
bool horizontal = false;
if (Mathf.Abs(deltaX) > Mathf.Abs(deltaY))
horizontal = true;
if (horizontal)
{
if (deltaX < 0 && transform.position.x < CameraXLimitLeft)
transform.Translate(Vector3.left * Time.deltaTime * 20);
else if (deltaX > 0 && transform.position.x > CameraXLimitRight)
transform.Translate(Vector3.right * Time.deltaTime * 20);
}
else
{
if (deltaY < 0 && transform.position.y < CameraYLimitDown)
transform.Translate(Vector3.down * Time.deltaTime * 20);
else if (deltaY > 0 && transform.position.y > CameraYLimitUp)
transform.Translate(Vector3.up * Time.deltaTime * 20);
}
}
}
void OnGUI()
{
if (GUI.Button(new Rect(480 , 289.5f , 100, 100), "GUI Test"))
{
if ((Time.time - lastTapTime) < tapSpeed)
{
Debug.Log("Gui Button Taped");
guiTextTap.text = "Gui Button Taped";
}
lastTapTime = Time.time;
}
}
I Uploaded my project , you can find it here : https://mega.co.nz/#!0EkHQRDI!yDcUfJR_B5poXokku7fExOc-NtlDyYDeTCaBiAePzMs
Thanks a lot for your help
Checking the GUI hot control id would solve that issue, i.e. if the value of GUIUtility.hotControl is greater than 0, it means that the user holds down a button. Hence, you could simply modify your if statement as below to bypass the camera movement when the user presses down the button:
void Update()
{
...
...
// Check additionally if the GUI button is currently free
if (GUIUtility.hotControl == 0 && fingerHold)
{
...
...
}
}
I am trying to rotate floor using Input.acceleration. I want to rotate floor around the point where player is standing and to limit my rotations at certain angles also stop at 0 if Input.acceleration is close to zero. considering that i'm newbie at game programming I've came up with this code:
using UnityEngine;
using System.Collections;
public class Tilt : MonoBehaviour {
public float maxRotationAngle = 350; // max rotation right
public float minRotationAngle = 10; // max rotation left
public float rotationSpeed = 20; //rotation speed
public Transform rotateAround; //rotation point
private bool stopRotation = false; //if this is true rotation stops
private int stopDir; //direction where rotation stops -1 equals left 0 center 1 right
void Update () {
int tiltDir = 0; //input tilt direction
float accel = Input.acceleration.x; //input tilt value
float currentRotation = transform.eulerAngles.z; //current rotation
//set rotation direction
if (accel > 0) {
tiltDir = 1;
}else if (accel < 0){
tiltDir = -1;
}
//stop rotation left
if (!stopRotation && (currentRotation < maxRotationAngle && currentRotation > 270)) {
stopRotation = true;
stopDir = -1;
}
//stop rotation right
if (!stopRotation && (currentRotation > minRotationAngle && currentRotation < 270)) {
stopRotation = true;
stopDir = 1;
}
//allow rotation right
if (stopRotation && stopDir < 0 && Input.acceleration.x > 0) {
stopRotation = false;
}
//allow rotation left
if (stopRotation && stopDir > 0 && Input.acceleration.x < 0) {
stopRotation = false;
}
//stop rotation center
if(!stopRotation && currentRotation < 0.2 || (currentRotation > 359.8 && currentRotation < 360)){
if(accel > -0.1 && accel < 0.1){
stopRotation = true;
stopDir = 0;
}
}
//allow rotation from center
if(stopRotation && stopDir == 0 && (accel < -0.1 || accel > 0.1)){
stopRotation = false;
}
//apply rotation
if(!stopRotation){
transform.RotateAround(rotateAround.position, new Vector3(0, 0, tiltDir), rotationSpeed * Mathf.Abs(accel) * Time.deltaTime);
}
}
}
This is working but this approach is not exact and i think there are cheaper ways of doing this. So Is there a better way?
I came up with this, which I think accomplishes what you wanted, although I may have misread your code. I've removed your magic number, changed the angles to map between -180 and 180 and renamed your variables to have full names for better maintainability.
public float maxRotationAngle = 170;
public float minRotationAngle = -170;
public float minimumAcceleration = 0.1f;
public float rotationSpeed = 20;
public Transform rotateAroundTransform;
void Update ()
{
float deltaAcceleration = Mathf.Abs(Input.acceleration.x);
float currentRotation = transform.eulerAngles.z;
//stop rotation outside of angle range and motion range
if (currentRotation > minRotationAngle &&
currentRotation < maxRotationAngle &&
deltaAcceleration < minimumAcceleration)
{
//set rotation direction
int tiltDirection = Input.acceleration.x > 0 ? 1 : -1;
transform.RotateAround(rotateAroundTransform.position, new Vector3(0, 0, tiltDirection), rotationSpeed * deltaAcceleration * Time.deltaTime);
}
}
Hope that helps!