Game Development Asked on January 13, 2021
I’m making a 2D platformer with Unity. My game has a problem:
The player vibrates when it collides with something. It seems like it’s spinning or flipping very quickly. I used transform.position
in my code before but because of some kind of vibration I changed it to AddForce
but still I have that problem.
Thank you in advance.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerController : MonoBehaviour
{
[SerializeField] private float jumpSpeed;
public float maxSpeed = 5f;
public float maxAcceleration = 50f;
public float maxDeceleration = 100f;
[SerializeField] private LayerMask ground;
private PlayerActionControls playerActionControls;
private Rigidbody2D rb;
private PolygonCollider2D pol;
private Animator animator;
private Vector2 movementInput;
private void Awake()
{
playerActionControls = new PlayerActionControls();
rb = GetComponent<Rigidbody2D>();
pol = GetComponent<PolygonCollider2D>();
animator = GetComponent<Animator>();
}
private void OnEnable()
{
playerActionControls.Enable();
}
private void OnDisable()
{
playerActionControls.Disable();
}
void Start()
{
playerActionControls.Land.Jump.performed += ctx => Jump(ctx.ReadValue<float>());
}
private void Jump(float val)
{
if (val == 1 && IsGrounded())
{
rb.AddForce(new Vector2(0, jumpSpeed), ForceMode2D.Impulse);
}
}
private bool IsGrounded()
{
Vector2 topLeftPoint = transform.position;
topLeftPoint.x -= pol.bounds.extents.x;
topLeftPoint.y += pol.bounds.extents.y;
Vector2 bottomRightPoint = transform.position;
bottomRightPoint.x += pol.bounds.extents.x;
bottomRightPoint.y -= pol.bounds.extents.y;
return Physics2D.OverlapArea(topLeftPoint, bottomRightPoint, ground);
}
void FixedUpdate()
{
Vector2 movementInput = playerActionControls.Land.Move.ReadValue<Vector2>();
movementInput = Vector2.ClampMagnitude(movementInput, 1f);
Vector2 DesiredVelocity = movementInput * maxSpeed;
AccelerateTo(DesiredVelocity);
var scale = transform.localScale;
if(scale.x * rb.velocity.x < 0) {
scale.x *= -1;
transform.localScale = scale;
}
void AccelerateTo(Vector2 desiredVelocity) {
var deltaV = desiredVelocity - rb.velocity;
var acceleration = deltaV / Time.deltaTime;
float limit = maxAcceleration;
if (Vector3.Dot(rb.velocity, desiredVelocity) <= 0f)
limit = maxDeceleration;
acceleration = Vector2.ClampMagnitude(acceleration, limit);
Vector2 force = rb.mass * acceleration;
rb.AddForce(force);
}
}
}
Your calling void AccelerateTo(Vector2 desiredVelocity) in your fixedUpdate().
You should not use Time.deltaTime in a fixedUpdate - you need to alter this code.
var acceleration = deltaV / Time.deltaTime;
When you use Time.DeltaTime in fixedUpdate you do not allow it to work properly. FixedUpdate has the frequency of the physics system and is called every fixed frame-rate frame.
Correct answer by Chris Norman on January 13, 2021
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