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Question Change the joystick control

Discussion in 'Scripting' started by AvinDev, Nov 18, 2022.

  1. AvinDev

    AvinDev

    Joined:
    Sep 10, 2021
    Posts:
    9
    Hello everyone Please tell me how you can change the player's movements from the transform to the physical, so that the basis does not change and the jostles continue to work correctly? The problem is that the player is pushed out of the walls, I think if you switch to physical control, the problem will disappear. how can I change this line here => transform.Translate(velocity.x, 0, velocity.y); tried Rigidbody.MovePosition, but somehow it doesn't work

    public FloatingJoystick floatingJoystick;
    private float Hor, Ver;
    private Vector2 velocity;
    public List<System.Func<float>> speedOverrides = new List<System.Func<float>>();


    Hor = floatingJoystick.Horizontal;
    Ver = floatingJoystick.Vertical;

    float movingSpeed = speed;
    if (speedOverrides.Count > 0)
    movingSpeed = speedOverrides[speedOverrides.Count - 1]();
    velocity.y = Ver * movingSpeed * Time.deltaTime;
    velocity.x = Hor * movingSpeed * Time.deltaTime;
    transform.Translate(velocity.x, 0, velocity.y);
     
    Last edited: Nov 18, 2022
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,742
    Position takes position, whereas translate takes relative movement.

    You need to copy out the position, add the movment, THEN put it back in with MovePosition()

    If that is confusing, just start with any MovePosition() example code.

    If you post a code snippet, ALWAYS USE CODE TAGS:

    How to use code tags: https://forum.unity.com/threads/using-code-tags-properly.143875/


    Here is how to get started debugging:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    When in doubt, print it out!(tm)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.