![]() ![]() Once you've done that, you can simply use transform.LookAt(character), but using the parent object's transform. Then, rotate the child (your mesh), so that the part you refer to as "UP", is in-line with the parent's transform.up(positive y-axis). The easiest way I can think of is to make an empty GameObject, that will be the parent of your mesh. I might just be stupid and have missed something simple. ![]() So what I want to happen is that the Enemy will move to the Player but the rotation part is not working and it just goes straight up in the air instead of following the player. Transform.position += transform.up * MoveSpeed * ltaTime Transform.rotation = Quaternion.Euler(0, 0, ) Transform.rotation = Quaternion.Euler(, 0, ) Public float MoveSpeed = 4 // How fast the enemy should go Public Transform Player // The Transform of the Player that you can controll What I have tried is making the enemy look at the player and then set the "z" rotation to the same as the "x" rotation and after that reset the "x" and "y" rotation (so that "up" is pointing at the player). I am trying to make a small 2D game, just for my friends to play. Let's add them to our controller, inserting the code below immediately after gravity is applied, replacing the previous if statement.The problem is that I cannot make a script that makes the enemy rotate so that "up" is pointing against the player, (with that I mean so that it will come to the player with transform.up) And I have not found any working solution yet, (from what I can tell) These design choices help add a feeling of weight and commitment to jumping, making it more exciting. As well, there isn't usually any automatic deceleration applied when there is no movement input from the player. Most platforming games tend to restrict a player's control while they are in the air, typically by reducing how quickly they can accelerate. Our controller is very nearly complete, but we'll add a little bit more polish to the air controls before wrapping it up. As well, we set our y velocity to zero each frame we are grounded. ![]() Jumping is now only permitted when our controller is grounded. Replace the line modifying velocity.x with the following if statement. We can handle this by checking to see if moveInput has a non-zero value. This is fine, but we might want to have the deceleration rate different than our walkAcceleration. Note that when no keys are being pressed, moveInput will be zero, causing our controller to slow to a stop. Mathf.MoveTowards is being used to move our current x velocity value to its target, our controller's speed (in the direction of our sampled input). x, speed * moveInput, walkAcceleration * Time. Add the following at the top of the Update method. Let's change that by adding some horizontal velocity when the left or right keys are pressed. Our velocity isn't being modified yet, so our controller won't move. This will translate the controller by velocity every frame, multiplied by deltaTime to ensure our game is framerate independent transform. ![]() This is a lot to ask from a capsule-shaped object that is designed to react to the world in the way a real-world capsule would.īy instead directly modifying the position of our controller, we are able to very finely tune exactly how it interacts with the world, which is essential to crafting a game that feels and plays fluidly.Īdd the following line of code in the Update method. Characters often need to be able to run, slide, crouch, climb-all possibly with different acceleration and friction values dependant on their current state, or the surface they are interacting with. However, something like a capsule rigidbody would be poor at representing an object capable of very complex actions, like a character controller. Using constraints and joints, they can be used to model more complex objects, like a multi-limb robot. Box rigidbodies will excel at representing a wooden crate, cylinder rigidbodies as a an oil drum, and so on. Rigidbodies behave very similarly to the real world objects they represent. So why not use them for character controllers? Both of these extensively support rigidbodies. Unity comes packaged with two physics engines: PhysX for 3D, and Box2D for 2D. ![]()
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