• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Favonius · Dec 08, 2015 at 12:00 PM · movementbugclick to move

Objects move toward the center of the screen right after it is created

So I'm not sure why my objects ware doing this. So when I instantiate my player object, it will move towards (0,0) before I click anywhere. I have a player controller script that will have my plyaer objects move when I click at a location. Does anybody know why it's doing this?

Here's my code

 public class PlayerController : MonoBehaviour {
 
     //Movement variables for player
     public float moveSpeed;
     public float moveVelocity;
     private Vector3 target;
     private Vector3 mousePosition;
     private float targetDistance;
     private Rigidbody2D rBody;
     SpriteRenderer color;
 
     GroundColor collision;
 
     //Stats
     public float health;
 
 
     // Use this for initialization
     void Start () {
         rBody = GetComponent<Rigidbody2D>();
         color = GetComponent<SpriteRenderer>();
         color.color = new Color(0f, 1f, 0f, 1f);
         collision = GetComponent<GroundColor>();
 
     }
 
     // Update is called once per frame
     void Update () {
         //Debug.Log("moving");
         Move();
     
     }
 
    public void Move()
     {
 
         moveVelocity = 0f;
         if (Input.GetMouseButtonDown(0))
         {
             target = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             target.z = transform.position.z;
         }
         transform.position = Vector3.MoveTowards(transform.position, target, moveSpeed * Time.deltaTime);
         Vector3 dir = mousePosition - transform.position;
         float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
         transform.rotation = Quaternion.AngleAxis(angle + 90.0f, Vector3.forward);
     }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Fanttum · Dec 08, 2015 at 09:45 PM

0,0,0 is the default vector 3. So both mousePosition, and target = 0,0,0 on frame one.

You can change the default value when you initialize the variable, or make sure it won't move until you clicked at least once.

For example.

 private bool clickedOnce = false;
 
 public void Move()
  {
  
      moveVelocity = 0f;
      if (Input.GetMouseButtonDown(0))
      {
          target = Camera.main.ScreenToWorldPoint(Input.mousePosition);
          target.z = transform.position.z;
 if (!clickedOnce) {
 clickedOnce = true;
 }
 
      }
 
 if (clickedOnce) {
      transform.position = Vector3.MoveTowards(transform.position, target, moveSpeed * Time.deltaTime);
      Vector3 dir = mousePosition - transform.position;
      float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
      transform.rotation = Quaternion.AngleAxis(angle + 90.0f, Vector3.forward);
 }
 
  }

Or something like that.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Favonius · Dec 14, 2015 at 09:18 PM 0
Share

Oh man thanks a lot that works. Why didn't I think of doing a bool to check if I've clicked..

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Weird 3D Ball movement after Unity 5 Upgrade 1 Answer

Move Towards locking one axis 1 Answer

iTween.MoveTo bug? 0 Answers

Is there any flying bug scripts out there? 1 Answer

How do I stop the player from gliding while in the air? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges