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Unity raycast tutorial12/4/2023 ![]() ![]() This isnt the perfect solution by far but it might work. But if you handle your layers/collision in your levels right then you can remove the IsGrounded calls entirely. The Exit may not work since IsGrounded may still be able to raycast to the ground. Thats untested code so im not 100% sure if it will work. Lets check out how to use Unity DOTS PhysicsSuper Performant Collisions, Events, Triggers and RaycastsGet the Project files and Utilities at https://uni. If( = LayerMask.NameToLayer("Floor") & !IsGrounded()) If( = LayerMask.NameToLayer("Floor") & IsGrounded()) So try something like: void OnCollisionEnter (Collision col) ![]() You said it does work but sometimes fails. But it would be possible to touch the floor on the side of the player while falling, to avoid this use the grounded method agian. You can detect all things your players collides with, if one of them is the Floor then its likely hes grounded. Im unable to debug your code at this time, but another way you could do it is using OnCollisionEnter and OnCollisionExit I think that maybe the IsGrounded method is called to fast and the player is still to close to the floor. If (Physics.Raycast(transform.position, Vector3.down, out hit, 0.01f, mask)) Int mask = 1 << LayerMask.NameToLayer("Floor") Vector3 jumpVelocity = new Vector3(0f, jumpSpeed, 0f) ĪudioSource.Pla圜lipAtPoint(jumpSound,transform.position, volumeSoundEffects) Įlse if (isGrounded & !myAudioSource.isPlaying & !levelFinished) If (Input.GetKeyDown("space") & isGrounded) Vector3 playerVelocity = new Vector3(movement*speed,, speed) My solution works sometimes, but sometimes it allows the player to double jump.įloat movement = Input.GetAxis("Horizontal") This will make our lives much easier in the simulator.I am trying to prevent the player to double jump, for that I am using Raycast to check if the player is in the layer Floor. Search for controller the same way we searched MLSpatialMapper, find the prefab, drag and drop that thingy into the Hierarchy. You can leave it’s mesh as the default Wireframe or change it to something invisible as I’ve shown in the previous meshing post. Search for the thing in the Asset/Project search bar thingy then drag and drop it into the Hierarchy. Next next, and a very important next, is adding the MLSpatialMapper to our project. Unitys GraphicRaycaster was introduced in version 4.6 along with a bunch of other stuff thats all part of Unitys new events system. Graphic Raycaster and Unitys Event System. The Raycaster looks at all Graphics on the canvas and determines if any of them have been hit. In the Inspector Tab, set the Layer to Ignore Raycast (if this doesn’t happen the raycast will hit the pointer and instantiate the cube there). The Graphic Raycaster is used to raycast against a Canvas. Set the transform in the z direction of the PointerCube to 1.07. Set the scale of the cube to X 0.001, Y 0.001, Z 2 (what it looks like) Select Pointer > Create Empty Child > Rename to PointerCube GameObject > Create Empty > Rename to Pointer ![]() Now we want to create the little pointer thingy that points at stuff. In the Hierarchy the Cube text is blue signalling that the Cube is a Prefab and we can now delete it from the Hierarchy without deleting the whole thing from our project. The Graphic Raycaster is used to raycast against a Canvas. Next, make the cube a prefab by dragging the cube from the Hierarchy to the Assets folder. This changes the size of your cube to itty bitty. Also change the scale of the Cube to X 0.2, Y 0.2, and Z 0.2. This is how you change an object's material. Select the Cube in the Hierarchy, drag the CubeMaterial to the under the Inspector Tab and drop it into the Element 0 box (that said Default-Material). ![]()
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