Answers for "2d player movement unity"

C#
1

2d movement unity

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Movement : MonoBehaviour
{
	//for A&D  /  Right&Left Arrow And Jump Movement
    //for Adding W&S Movement, Remove The Slashes Below And Add Slashes 
    //To Jump Movement Only Also In RigidBody2D Remove Gravity For It
    
    public Rigidbody2D rb;
    private bool IsGrounded = true;
    private float MoveX;
    //private float MoveY;
    private bool DoDeath = true;
    public GameObject DeathScreen;
    public GameObject LevelCompleteScreen;
    void Start()
    {
        DeathScreen.gameObject.SetActive(false);
        LevelCompleteScreen.gameObject.SetActive(false);
        rb = GetComponent<Rigidbody2D>();
    }

    // Update is called once per frame
    void FixedUpdate()
    {
        Debug.Log(IsGrounded);
        if(Input.GetButtonDown("Jump") && IsGrounded)
        {
        	//Remove These 2 Lines Below For W&s Movement Only
            
            rb.AddForce(new Vector2(0,500));
            IsGrounded = false;
        }

        MoveX = Input.GetAxisRaw("Horizontal");
        Remove The Slashes For W&S Movement Only
        //MoveY = Input.GetAxisRaw("Vertical");
        //Slash The Below Line Out For W&S Movement Only
        
        rb.AddForce(new Vector2(MoveX * 20, 0));
        //Remove The Slashes For W&S Movement Only
        
        //rb.velocity = (new Vector2(MoveX * 20, MoveY * 20));
        
        
    }
    public void OnTriggerEnter2D(Collider2D ob)
    {
        if(DoDeath)
        {
            if(ob.name == "DeathTrigger")
            {
                DeathScreen.gameObject.SetActive(true);
            }
            if(ob.name == "Finish")
            {
                LevelCompleteScreen.gameObject.SetActive(true);
                DoDeath = false;
            }
        }
    }
    public void OnCollisionEnter2D()
    {
        IsGrounded = true;
    }
}
Posted by: Guest on July-23-2021
3

2d movement script unity

using UnityEngine;
using UnityEngine.Events;

public class CharacterController2D : MonoBehaviour
{
	[SerializeField] private float m_JumpForce = 400f;							// Amount of force added when the player jumps.
	[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;			// Amount of maxSpeed applied to crouching movement. 1 = 100%
	[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f;	// How much to smooth out the movement
	[SerializeField] private bool m_AirControl = false;							// Whether or not a player can steer while jumping;
	[SerializeField] private LayerMask m_WhatIsGround;							// A mask determining what is ground to the character
	[SerializeField] private Transform m_GroundCheck;							// A position marking where to check if the player is grounded.
	[SerializeField] private Transform m_CeilingCheck;							// A position marking where to check for ceilings
	[SerializeField] private Collider2D m_CrouchDisableCollider;				// A collider that will be disabled when crouching

	const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
	private bool m_Grounded;            // Whether or not the player is grounded.
	const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
	private Rigidbody2D m_Rigidbody2D;
	private bool m_FacingRight = true;  // For determining which way the player is currently facing.
	private Vector3 m_Velocity = Vector3.zero;

	[Header("Events")]
	[Space]

	public UnityEvent OnLandEvent;

	[System.Serializable]
	public class BoolEvent : UnityEvent<bool> { }

	public BoolEvent OnCrouchEvent;
	private bool m_wasCrouching = false;

	private void Awake()
	{
		m_Rigidbody2D = GetComponent<Rigidbody2D>();

		if (OnLandEvent == null)
			OnLandEvent = new UnityEvent();

		if (OnCrouchEvent == null)
			OnCrouchEvent = new BoolEvent();
	}

	private void FixedUpdate()
	{
		bool wasGrounded = m_Grounded;
		m_Grounded = false;

		// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
		// This can be done using layers instead but Sample Assets will not overwrite your project settings.
		Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
		for (int i = 0; i < colliders.Length; i++)
		{
			if (colliders[i].gameObject != gameObject)
			{
				m_Grounded = true;
				if (!wasGrounded)
					OnLandEvent.Invoke();
			}
		}
	}


	public void Move(float move, bool crouch, bool jump)
	{
		// If crouching, check to see if the character can stand up
		if (!crouch)
		{
			// If the character has a ceiling preventing them from standing up, keep them crouching
			if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
			{
				crouch = true;
			}
		}

		//only control the player if grounded or airControl is turned on
		if (m_Grounded || m_AirControl)
		{

			// If crouching
			if (crouch)
			{
				if (!m_wasCrouching)
				{
					m_wasCrouching = true;
					OnCrouchEvent.Invoke(true);
				}

				// Reduce the speed by the crouchSpeed multiplier
				move *= m_CrouchSpeed;

				// Disable one of the colliders when crouching
				if (m_CrouchDisableCollider != null)
					m_CrouchDisableCollider.enabled = false;
			} else
			{
				// Enable the collider when not crouching
				if (m_CrouchDisableCollider != null)
					m_CrouchDisableCollider.enabled = true;

				if (m_wasCrouching)
				{
					m_wasCrouching = false;
					OnCrouchEvent.Invoke(false);
				}
			}

			// Move the character by finding the target velocity
			Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
			// And then smoothing it out and applying it to the character
			m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);

			// If the input is moving the player right and the player is facing left...
			if (move > 0 && !m_FacingRight)
			{
				// ... flip the player.
				Flip();
			}
			// Otherwise if the input is moving the player left and the player is facing right...
			else if (move < 0 && m_FacingRight)
			{
				// ... flip the player.
				Flip();
			}
		}
		// If the player should jump...
		if (m_Grounded && jump)
		{
			// Add a vertical force to the player.
			m_Grounded = false;
			m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
		}
	}


	private void Flip()
	{
		// Switch the way the player is labelled as facing.
		m_FacingRight = !m_FacingRight;

		// Multiply the player's x local scale by -1.
		Vector3 theScale = transform.localScale;
		theScale.x *= -1;
		transform.localScale = theScale;
	}
}
Posted by: Guest on May-10-2021
0

2d player movement unity

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    [Header("Player Movement")]
    private Rigidbody2D rb;
    [SerializeField] private float speed, jumpForce, checkRadius;
    private float input;
    [SerializeField] private Transform groundCheck;
    private bool isGround;
    [SerializeField] private LayerMask groundLayerMask;
    void Start()
    {
        rb = GetComponent<Rigidbody2D>();
    }

    // Update is called once per frame
    void Update()
    {
        isGround = Physics2D.OverlapCircle(groundCheck.position, checkRadius, groundLayerMask);
        input = Input.GetAxisRaw("Horizontal");
    }
    void FixedUpdate(){
        rb.velocity = new Vector2(input * speed * Time.deltaTime, rb.velocity.y);
        if (isGround && Input.GetKey(KeyCode.Space))
        {
            rb.velocity = Vector2.up * jumpForce * Time.deltaTime;
        }
    }
}
Posted by: Guest on September-04-2021
-2

unity 2d movement

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
	bool isGrounded = true;
    RigidBody2D rb;
    
    
    private void Start() 
    {
    	rb = GetComponent<RigidBody2D>();
    }
    
    private void FixedUpdate()
    {
    	if(isGrounded && Input.GetButtonDown("Jump")) 
        {
        	rb.AddForce(new Vector2(0, 200));
			IsGrounded = false;
        }
        
        isGrounded = true;
    }	
}
Posted by: Guest on August-21-2021

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