CharacterController2D | CharacterController2D is similar to the built-in Unity | Game Engine library
kandi X-RAY | CharacterController2D Summary
kandi X-RAY | CharacterController2D Summary
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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CharacterController2D Examples and Code Snippets
Community Discussions
Trending Discussions on CharacterController2D
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:
QUESTION
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 01:40Sorry 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
QUESTION
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 06:12There'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.
QUESTION
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 20:28Here 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):
QUESTION
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 12:20I understood from your post that you are always calling PlatformFall instance assigned from inspector. I think this changes will solve your problem.
QUESTION
I'm slowing down time in my game using the two lines:
...ANSWER
Answered 2017-Sep-09 at 07:07When 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
.
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