I'm working currently at a 2D Game for Android. There is a player in my scene and if the user tilts his device the player Object is moving on the ground. But he is just moving out of the screen at the left and the right side. I tried to make a "wall" but I had no success. At my player-Gameobject there is an edge collider. Now my question is: how can my player gameobject collide with the side of the screen?
This is my code:
public GameObject player;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
Vector3 dir = Vector3.zero;
dir.y = Input.acceleration.x;
player.transform.Translate(new Vector2(dir.y, 0) * Time.deltaTime * 2000f);
}
Thank you very much! :)
Jul
EDIT:
Image 1 is my Wall's and Image 2 my Player's.
I'm trying to solve it with a wall at the side of the screen. These are the images of
Solution code:
Vector3 position = player.transform.position;
translation = Input.acceleration.x * movementSpeed * 50f;
if (player.transform.position.x + translation < LeftlimitScreen)
{
position.x = -LeftlimitScreen;
}
else if(transform.position.x + translation > RightlimitScreen)
{
position.x = RightlimitScreen;
}
else
{
position.x += translation;
player.transform.position = position;
}
This code is working for me! :)
You can place in your scene, outside of the region which will be displayed in your device 2 empty game objects with a collider, so the player will crash against them.
You can also limit by code the boundaries within the player can move. You apply this using Mathf.Clamp(), and there you will need to set the boundaries in the x coordinate for your scene.
You will see that instead of modifying the position of the player using its transform, we use the rigidbody instead.
public class PlayerController : MonoBehaviour
{
public float speed;
public float tilt;
public Boundary boundary;
void FixedUpdate ()
{
float moveHorizontal = Input.GetAxis ("Horizontal");
float moveVertical = Input.GetAxis ("Vertical");
Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
rigidbody.velocity = movement * speed;
rigidbody.position = new Vector3
(
Mathf.Clamp (rigidbody.position.x, boundary.xMin, boundary.xMax),
0.0f,
5.0f
);
}
}
You can check the whole tutorial here: https://unity3d.com/earn/tutorials/projects/space-shooter/moving-the-player?playlist=17147
Update Other options:
//You select here the speed you consider
float speed = 1.0f;
void Update () {
Vector3 dir = Vector3.zero;
float InputValue = Input.acceleration.x * speed;
//You need to set the values for this limits (max and min) based on your scene
dir.y = Mathf.Clamp(InputValue, 0.5f, 50.5f);
player.transform.position = dir;
}
Update 2:
Without Clamp, just setting the limits on the script
void Update () {
Vector3 position = player.transform.position ;
translation = Input.acceleration.x * speed;
if( player.transform.position.y + translation < leftLimitScreen )
position.y = -leftLimitScreen ;
else if( myTransform.position.x + translation > rightLimitScreen )
position.y = rightLimitScreen ;
else
position.y += translation ;
player.transform.position = position ;
}