I have start a project and I attached a rigidbody to my player for apply some force on it.So when I run my project then in FixedUpdate()
function I apply a force on player to moving it in forward direction.So when I pressed leftarrow or rightarrow it perform 'tilt' means rotate it's wings.
But now I want to move my player up or down smoothly by pressing Uparrow or Downarrow,and when I press both uparrow and downarrow then it must be affect on player.
Here is my code.Please help me. :(
void FixedUpdate ()
{
rb.AddForce(transform.forward *1000f);
float movedir = Input.GetAxis ("Horizontal");
Vector3 movement = new Vector3 (movedir, 0.0f, 0.0f);
rb.velocity = movement * movingspeed;
rb.rotation = Quaternion.Euler (0.0f, 0.0f, rb.velocity.x * -3f);//perform tilt
if (Input.GetKeyDown (KeyCode.UpArrow))
{
//code for smoothly move up from current position to = current position + 2f
}
if (Input.GetKeyDown (KeyCode.DownArrow))
{
//code for smoothly move down from current position to = current position - 2f
}
}
Your question is not really clear. Move smoothly
could mean many things.
In general you should use RigidBody.MovePosition and Rigidbody.MoveRotation to set a Rigidbody
's transforms instead of rb.rotation
and rb.position
in order to get "smooth" movements:
Use Rigidbody.MovePosition to move a Rigidbody, complying with the Rigidbody's interpolation setting.
If Rigidbody interpolation is enabled on the Rigidbody, calling Rigidbody.MovePosition results in a smooth transition between the two positions in any intermediate frames rendered. This should be used if you want to continuously move a rigidbody in each FixedUpdate.
Set Rigidbody.position instead, if you want to teleport a rigidbody from one position to another, with no intermediate positions being rendered.
So as you can see depending on your settings using Rigidbody.MovePosition
might already result in a "smooth" movement.
rb.MovePosition(transform.position + Vector3.up * 2.0f);
Also you use Input.GetKeyDown
so it works like a trigger ... it is not called continously like Input.GetKey
If you want to move continously while the key stays pressed use e.g.
// set e.g. in the inspector
public float verticalMoveSpeed;
// ...
if (Input.GetKey(KeyCode.UpArrow))
{
rb.MovePosition(transform.position + Vector3.up * verticalMoveSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.DownArrow))
{
rb.MovePosition(transform.position - Vector3.up * verticalMoveSpeed * Time.deltaTime);
}
If you want to trigger the movement only with GetKeyDown
instead you could also do something like e.g.
// set e.g. in the inspector
public float verticalMoveSpeed;
// ...
if (Input.GetKeyDown(KeyCode.UpArrow))
{
StartCoroutine(MoveVertical(2.0f, verticalMoveSpeed));
}
else if (Input.GetKeyDown(KeyCode.DownArrow))
{
StartCoroutine(MoveVertical(-2.0f, verticalMoveSpeed));
}
// ...
private IEnumerator MoveVertical(float distance, float speed)
{
var originalY = transform.position.y;
var targetY = originalY + distance;
var currentY = originalY;
do
{
rb.MovePosition(new Vector 3(transform.position.x, currentY, transform.positiom.z);
// Update currentY to the next Y position
currentY = Mathf.Clamp(currentY + speed * Time.deltaTime, originalY, targetY);
yield return null;
}
while(currentY < originalY);
// make sure you didn't move to much on Y
rb.MovePosition(new Vector3(transform.position.x, targetY, transform.position,z));
}
Than there are two options to prevent concurrent routines:
use a flag. This also prevents the routine from beeing interrupted/called twice/called concurrent
privtae bool isMovingVertical;
// ...
if (Input.GetKeyDown(KeyCode.UpArrow) && !isMovingVertical )
{
StartCoroutine(MoveVertical(2.0f, verticalMoveSpeed));
}
else if (Input.GetKeyDown(KeyCode.DownArrow) && !isMovingVertical )
{
StartCoroutine(MoveVertical(-2.0f, verticalMoveSpeed));
}
// ...
private IEnumerator MoveVertical(float distance, float speed)
{
isMovingVertical = true;
// ...
isMovingVertical = false;
}
use StopAllCoroutines
to interrupt a running routine (attention this might lead to "infinite" moves in one direction - at least without you preventing it with additional checks)
if (Input.GetKeyDown(KeyCode.UpArrow))
{
StopAllCoroutines();
StartCoroutine(MoveVertical(2.0f, verticalMoveSpeed));
}
if (Input.GetKeyDown(KeyCode.DownArrow))
{
StopAllCoroutines();
StartCoroutine(MoveVertical(-2.0f, verticalMoveSpeed));
}