CharacterController2D | CharacterController2D is similar to the built-in Unity | Game Engine library

 by   prime31 C# Version: Current License: No License

kandi X-RAY | CharacterController2D Summary

kandi X-RAY | CharacterController2D Summary

CharacterController2D is a C# library typically used in Gaming, Game Engine, Unity applications. CharacterController2D has no bugs, it has no vulnerabilities and it has medium support. You can download it from GitHub.

charactercontroller2d is similar to the built-in unity charactercontroller component. it has a similar api (mainly a move method that takes a delta movement) and provides a firm base with which to make a super solid controller using unity’s 2d system. a simple demo scene is included along with a few spelunky sprites (which obviously should not be used in your game!). an overview video showing how to get started is available on the prime31studios youtube channel [here] setup is pretty simple: drag the charactercontroller2d onto your player/enemy gameobject and set the platformmask in the inspector to contain any layers that you want the player to collide with. if you will be using one way platforms, you can set the onewayplatformmask as well. note that one way platforms should be edgecollider2ds. protip: make sure your player is on a separate layer than your platforms so that she doesn’t try to collide with herself! you will also want to make sure you boxcollider2d
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            kandi-support Support

              CharacterController2D has a medium active ecosystem.
              It has 905 star(s) with 241 fork(s). There are 107 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 15 open issues and 81 have been closed. On average issues are closed in 284 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of CharacterController2D is current.

            kandi-Quality Quality

              CharacterController2D has 0 bugs and 0 code smells.

            kandi-Security Security

              CharacterController2D has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              CharacterController2D code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              CharacterController2D does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              CharacterController2D releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            CharacterController2D Key Features

            No Key Features are available at this moment for CharacterController2D.

            CharacterController2D Examples and Code Snippets

            No Code Snippets are available at this moment for CharacterController2D.

            Community Discussions

            QUESTION

            Why do I get this error for a joystick in Unity?
            Asked 2021-May-06 at 16:08

            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 16:08

            Based 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)

            Source https://stackoverflow.com/questions/67420452

            QUESTION

            Dialogue does not begin with the first sentence and it starts before I press key to begin dialogue in Unity
            Asked 2020-Oct-09 at 22:22

            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 22:22

            Dialogue 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.

            Source https://stackoverflow.com/questions/64285482

            QUESTION

            Cannot convert UnityEngine.Component to Quest
            Asked 2020-Oct-05 at 17:30

            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 17:30

            I was able to fix my issue with some guidance from @derHugo my Quest class was not inheriting anything so I change Quest to

            Source https://stackoverflow.com/questions/64186645

            QUESTION

            Slow over time on collision with a FrostBullet
            Asked 2020-Jul-19 at 20:46

            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 20:46

            The 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:

            Source https://stackoverflow.com/questions/62974622

            QUESTION

            Player movement with voice input (transform.Translate) not working as intented
            Asked 2020-Jul-14 at 09:12

            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 09:02

            Move your player through the CharacterController2D, not Translate because this not allow physics to detect collisions.

            Something like this:

            Source https://stackoverflow.com/questions/62890897

            QUESTION

            Unity Standard assets Cross Platform input not working
            Asked 2020-May-12 at 09:06

            I imported Unity Standard Assets cross platform input successfully

            In imported cross Platfrom script UnityStandardAssets.CrossCrossPlatformInput is working perfectly

            but when i use it in CharacterController2D script that not respoonding shows errors

            unknown package actually namespace in C#

            and in file path for standard assets is Assets\Standard Assets\CrossPlatformInput\Scripts

            and CharacterController2D path is Assets\Scripts

            following CharacterController2D script is

            ...

            ANSWER

            Answered 2017-Nov-26 at 01:40

            Sorry to Bother you guys.

            I think i found my error in this code

            actually i mistakenly write

            using UnityStandardAssets.CrossCrossPlatformInput;

            instead of

            using UnityStandardAssets.CrossPlatformInput;

            that's why it's showing error Unknown Namespace Under Standard Unity Assests

            Actually I am new to Unity and also new to game development

            i think that's why this problem happen

            Source https://stackoverflow.com/questions/47484003

            QUESTION

            if statement not exiting properly C# and Unity
            Asked 2019-Jan-06 at 06:12

            I am trying to get my 'player' to change directions with my below script

            however, it is contently staying stuck in the first 2 if statements of my 'void Update()'

            I am trying to use these two scripts (1. https://pastebin.com/AGLatvUD (I wrote this one) and 2. https://pastebin.com/2XA3w04w)

            I am attempting to use CharacterController2D to move my player with specified points and actions

            Don't know if this is the right place to ask but I figured I'd try!!

            ...

            ANSWER

            Answered 2019-Jan-06 at 06:12

            There's nothing that sets the character's position exactly to currentPoint. There are a number of ways to solve this. One way is to check if the character is near the currentPoint instead of exactly on it.

            Source https://stackoverflow.com/questions/54058999

            QUESTION

            Best practices for decoupling input from other scripts in Unity
            Asked 2018-Oct-24 at 19:49

            I have an input script that translates touches to directions (Left, Right, Up, Down) with a magnitude (0-1) in the Update loop, and when an input is detected this script fires a UnityEvent:

            ...

            ANSWER

            Answered 2018-Oct-23 at 20:28

            Here is one alternative, which mostly requires changes in your TouchAnalogStickInput class.

            Set input state flags in Update and fire any relevant Events. Only this time, you fire an "OnUpdate" event (which in your specific case would not have anything registered to it):

            Source https://stackoverflow.com/questions/52956583

            QUESTION

            Script code only seems to work on single instance of prefb
            Asked 2017-Nov-23 at 12:20

            I am experiencing the strangest issue I have a ray cast and when it touches a certain layer it calls my function which does a small animation.

            The problem is, this only works on a single object, I have tried duplicating, copying the prefab, dragging prefab to the scene, it doesn't work.

            Now I have this code below, and as you can see I have this line which allows me to access the script on public PlatformFall platfall; so I can call platfall.startFall();

            Something I've noticed, If I drag a single item from the hierarchy to the public PlatFall in Inspector then that SINGLE object works as it should. ( in that it animates when startFall is called). HOWEVER, if I drag the prefab from my project to the inspector then they do not work. (Even if debug log shows that the method is called animation does not occur).

            ...

            ANSWER

            Answered 2017-Nov-23 at 12:20

            I understood from your post that you are always calling PlatformFall instance assigned from inspector. I think this changes will solve your problem.

            Source https://stackoverflow.com/questions/45656883

            QUESTION

            Unity - Adjusting Time.fixedDeltaTime for smooth Slow mo messes up Addforce
            Asked 2017-Sep-09 at 07:07

            I'm slowing down time in my game using the two lines:

            ...

            ANSWER

            Answered 2017-Sep-09 at 07:07

            When you modify Time.timeScale, you do not have to modify Time.fixedDeltaTime. The reason your game appears to "lag" is because your rigidbodies are not interpolated. Set Rigidbody.interpolation to RigidbodyInterpolation.Interpolate.

            Source https://stackoverflow.com/questions/46003870

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install CharacterController2D

            You can download it from GitHub.

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