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Question by Phrozty_Jay · Sep 22, 2015 at 10:32 AM · movementplayer

Player tracking

I'm using the "RollerBall" guide and trying to build a counter that counts when the ball is in motion but am having trouble getting it right. I want the counter to increment while the ball is in motion and stop when it stops. Below is the code I'm trying to use in C#...

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 
 public class PlayerController : MonoBehaviour {
     
     public float speed;
     public Text countText;
     public Text winText;
     private Rigidbody rb;
     private int count;
 
     //To track/output movment
     public Text moveText;
     private int move;
     private float oldPos;
 
 
     void Start ()
     {
         rb = GetComponent<Rigidbody>();
         count = 0;
         SetCountText ();
         SetMoveText ();
         winText.text = "";
         move = 0;
         oldPos = Vector3;
     }
     
     void FixedUpdate ()
     {
         float moveHorizontal = Input.GetAxis ("Horizontal");
         float moveVertical = Input.GetAxis ("Vertical");
 
         Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
         rb.AddForce (movement * speed);
 //attempt to get counter and output data
         float delta = transform.position - oldPos;
         if (delta != 0)(
             move++;
         }
             SetMoveText ();
         oldPos = transform.position;
     
     }
 
     void OnTriggerEnter(Collider other) 
     {
         if (other.gameObject.CompareTag ( "Pick Up"))
         {
             other.gameObject.SetActive (false);
             count = count + 1;
             SetCountText ();
         }
     }
 
     void SetCountText ()
     {
         countText.text = "Count: " + count.ToString ();
         if (count >= 13)
         {
             winText.text = "You Win!";
         }
     }
 
     void SetMoveText ()//Display movement
     {
         moveText.text = "Movement: " + move.ToString ();
     }
 }


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avatar image Phrozty_Jay · Sep 22, 2015 at 12:56 AM 0
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I've also tried it this way, but can't currently get it right... using UnityEngine; using UnityEngine.UI; using System.Collections;

 public class PlayerController : $$anonymous$$onoBehaviour {
     
     public float speed;
     public Text countText;
     public Text winText;
     private Rigidbody rb;
     private int count;
     private float distance;
     private float position;
     public Text disText;
     
 
     void Start ()
     {
         rb = GetComponent<Rigidbody>();
         count = 0;
         SetCountText ();
         winText.text = "";
         SetDistanceText ();
         position = transform.position;
     }
     
     void FixedUpdate ()
     {
         float moveHorizontal = Input.GetAxis ("Horizontal");
         float moveVertical = Input.GetAxis ("Vertical");
 
         Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
         rb.AddForce (movement * speed);
 
     }
 
     void LateUpdate()
     {
         if (position != transform.position) {
             distance = distance + 1;
             position = transform.position;
             SetDistanceText ();
         }
     }
 
     void OnTriggerEnter(Collider other) 
     {
         if (other.gameObject.CompareTag ( "Pick Up"))
         {
             other.gameObject.SetActive (false);
             count = count + 1;
             SetCountText ();
         }
     }
 
     void SetCountText ()
     {
         countText.text = "Count: " + count.ToString ();
         if (count >= 13)
         {
             winText.text = "You Win!";
         }
     }
 
     void SetDistanceText ()
     {
         disText.text = "$$anonymous$$ovement: " + distance.ToString ();
     }
 
 }

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