CharacterController2D | simple character controller | Robotics library
kandi X-RAY | CharacterController2D Summary
kandi X-RAY | CharacterController2D Summary
This character controller is meant to be used with kinematic rigidbodies. When the two gameobjects collide they won't push each other like dynamic rigidbodies it will just stop their movement in that direction. Just modify CharacterController2D.velocity instead of Rigidbody2D.velocity or use the CharacterController2D.MovePosition() method to manually move position.
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CharacterController2D Key Features
CharacterController2D Examples and Code Snippets
Community Discussions
Trending Discussions on CharacterController2D
QUESTION
I'm learning Unity by trying to do things and then when ofc failing (Because that's life about XD) then I'll try to find some scripts to learn from.
I was trying to make a smooth platformer controller and then ran into a video from Brackeys
I'm having trouble understanding this line of code:
...ANSWER
Answered 2022-Mar-19 at 17:42Notice that Monobehvaiour
inherits from component. So it has access to all its properties gameObject
, transform
..etc. Check component documentation
So in the snippet
QUESTION
I'm currently making a 2D game as a beginner and I wanted to add joystick controls to my game. I made everything like in the youtube video of Brackeys, but I always get this error:
...ANSWER
Answered 2021-May-06 at 16:08Based on the video, you have to drag and drop the FixedJoystick object from the scene's hierarchy onto the PlayerMovement's joystick field in the Inspector (check out 11:24 from the video)
QUESTION
I am working on a dialogue and questing system for a 2d game I am working on. I am attempting to have multiple NPCs that will give different quests with different dialogue that is unique to each quest. I attempt to trigger my dialogue whenever a player presses the E key. Currently my game displays the dialogue whenever the player becomes in contact with the NPCs collider. The dialogue also begins with the second sentence of the dialogue array. Additionally, once the player has interacted with multiple npcs, the dialogue for all npc becomes the dialogue of the last npc that was interacted with.
Here is my code:
...ANSWER
Answered 2020-Oct-09 at 22:22Dialogue starting on the second line:
In the CreateDialogue() method, at the end you are calling ContinueDialogue(). So you create dialogue and then immediately tell it to go to the next line. I think instead you might want to be calling StartCoroutine(TypeSentence(dialogueText.text)) at the end of CreateDialogue().
Interaction issues:
You're calling Interact() at the beginning of OnTriggerEnter2D by doing interactable.Interact(). Here, erase all the code inside your OnTriggerEnter2D method and replace it with this.
QUESTION
I am working on a game and I am implementing a quest system. I am trying to assign the quest script to the QuestGiver NPC that I will have but I am receiving an error. My error is Cannot convert UnityEngine.Components to Quest.
This is my code:
...ANSWER
Answered 2020-Oct-05 at 17:30I was able to fix my issue with some guidance from @derHugo my Quest class was not inheriting anything so I change Quest to
QUESTION
I'm new at Unity and C#. I started this 2D game few weeks ago.
So basically what I want to do is when the player is hit by "FrostBullet", it should deal the damage and slow that player over time. In my script the player is hit by FrostBullet, it deals the damage and the slow is constant, not over time. I want it to be like, when the player is hit by FrostBullet, the player should be slowed for 2 sec and than his movement speed is back to normal.
So this is how my code look like:
...ANSWER
Answered 2020-Jul-19 at 20:46The issue seems to be that your bool isHit
, that is set to true
before calling the Coroutine, is never reset to false
.
So the loop:
QUESTION
I have successfully created my first game in Unity which let's user move through surface. It worked fine. However, I now also want to be able to move player with voice input. They player jumps when it hears the word jump
but for example to move the player forward when it hears go
, I simply used transform.Translate(2, 0, 0)
. This moves player in forward direction but it doesn't care how the the surface is, for e.g. it moves through objects or moves straight even if there is a slope ahead. Movement with keyboard doesn't have any of this problem.
This is my code:
...ANSWER
Answered 2020-Jul-14 at 09:02Move your player through the CharacterController2D, not Translate because this not allow physics to detect collisions.
Something like this:
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