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Found 3 results

  1. Greeting Guys i have a question. Any idea how to make something like in this Video ?
  2. I ran into bug that i have no idea how to fix... The ship is moving up and down. My player is glitching through upper collider when it goes up as you see in this preview: https://gyazo.com/e57b5cc9007d619064a7c9b06d75c242 These are two colliders on my ship model. The bottom one is for buoyancy and the upper one is for player to walk on the ship. Could someone please help me? Thanks! https://gyazo.com/90a13dbf8e30b3d1fc299b87570f6f1e
  3. Hi everyone ! I have a problem ... I tried everything i was able to try ... I also used GUI buttons ... but when I was pressing right and left arrows ... the player was just facing in that direction ... but no move ... and about jump button ... my player jumps that many times that I press the jump button... If I'm using the Pc controls, "A" "D" and "Space", everything works fine ... What is the problem ? So how I can add GUI controls ? Here is my Script : using UnityEngine; using System.Collections; public class Player : MonoBehaviour { private bool _isFacingRight; private CharacterController2D _controller; private float _normalizedHorizontalSpeed; public float MaxSpeed = 8; public float SpeedAccelerationOnGround = 10f; public float SpeedAccelerationInAir = 5f; public bool IsDead { get; private set; } public void Awake(){ _controller = GetComponent<CharacterController2D>(); _isFacingRight = transform.localScale.x > 0; } public void Update() { if (!IsDead) HandleInput(); var movementFactor = _controller.State.IsGrounded ? SpeedAccelerationOnGround : SpeedAccelerationInAir; // Resharper disable ConvertIfStateToConditionalTernaryExpression if(IsDead) _controller.SetHorizontalForce(0); else _controller.SetHorizontalForce(Mathf.Lerp(_controller.Velocity.x, _normalizedHorizontalSpeed * MaxSpeed, Time.deltaTime * movementFactor)); } public void Kill() { _controller.HandleCollisions = false; collider2D.enabled = false; IsDead = true; _controller.SetForce(new Vector2(0, 20)); } public void RespawnAt(Transform spawnPoint) { if (!_isFacingRight) Flip(); IsDead = false; collider2D.enabled = true; _controller.HandleCollisions = true; transform.position = spawnPoint.position; } public void HandleInput() { if (Input.GetKey(KeyCode.D)) { _normalizedHorizontalSpeed = 1; if (!_isFacingRight) Flip(); } else if (Input.GetKey(KeyCode.A)) { _normalizedHorizontalSpeed = -1; if (_isFacingRight) Flip(); } else { _normalizedHorizontalSpeed = 0; } if (_controller.CanJump && Input.GetKeyDown(KeyCode.Space)) { _controller.Jump(); } } private void Flip() { transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z); _isFacingRight = transform.localScale.x > 0; } }
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