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Question by faizahmedfarooq · Jul 10, 2018 at 07:59 AM · c#magnetcollectattract

How to attract multiple objects to a target object? C#,

So im very new to coding and Unity. It's my 5th day on doing programming. I am a 3d artist but now I'm also trying to learn coding as an interest and hobby.

I have made a basic starting game. I have a "Player" which is just running and you have to dodge the obstacles and collect the coins.

Now like how in Subway Surfers when you get a power-up, all coins within a range get attracted towards you and are collected.

I'm trying to do the same, but I do not know how.

Here is what I have typed for the attraction of the coins:

 public Transform coins;
 public Transform magnet;
 public float speed;

 void FixedUpdate ()
 {
     coins.position = Vector3.MoveTowards(coins.position, magnet.position, speed * Time.deltaTime);
 }

Magnet is the player .. Coins are the coins ( but the problem is, I am only able to reference just 1 coin. Whereas I have 100+ coins in the game ) because when calling public Transform coins, i can only put in 1 coin as a reference.

Help me out and tell me what to do.

How can I attract multiple coins and only when they get in a specific range, because currently the one coin which is being attracted, it starts getting attracted as soon as the game starts. I want it to only happen when it is at a specific distance from the player.

Also also ... I have tried referencing the whole GameObject (group) of the coins and it behaves total opposite, all the coins run away from the player ..alt text

,

abc.jpg (138.0 kB)
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Answer by Vincent1236 · Jul 10, 2018 at 08:22 AM

You will have to get all the coins that are around the player, and run the code you have on each of them. Below I do that using the OverlapSphere method. All your coins will need to have a collider somewhere in the prefab. magnetDistance is essentially the radius of the magnet effect.

  public Transform magnet;
  public float speed;
  public float magnetDistance;
 
  void Update ()
  {
      // Ideally you want to perhaps put coins on a specific physics layer, and use a layer mask to only check that layer (Better performance)
      // Take a look at https://docs.unity3d.com/ScriptReference/Physics.OverlapSphere.html
      Collider[] hitColliders = Physics.OverlapSphere(magnet.position, magnetDistance);
 
      for (int i = 0; i < hitColliders.length; i++)
      {
          // do whathever you need here to determine if an object is a coin
          // Here I assume that all the coins will be tagged as coin
          if (hitColliders[i].tag == "coin") 
          {
              Transform coin = hitColliders[i].transform;
              coin.position = Vector3.MoveTowards(coin.position, magnet.position, speed * Time.deltaTime);
          }
      }
  }
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Answer by UnitedCoders · Jul 11, 2018 at 09:55 AM

Use this method. Make a big sphere collider around your player, and when you collect power up. then check collision with your collectable item. and OnTriggerEnter(Collider other) { if(other.gameObject.tag=="COLLECTABLE_TAG") { other.SendMessage("CanAttract"); } }enter code here

 public Transform target;
 bool canAttract=false;
 
 void Update () {
         if (canAttract) {
             Vector3.MoveTowards (this.transform.position, target.transform.position, 1 * Time.deltaTime);
         }
         
     }
 
 
 void CanAttract()
     {
         canAttract = true;
     }






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avatar image fiendry · Jul 16, 2018 at 04:29 PM 0
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This answer doesn't make any sense, this is like you're combining a player script, and the coin script. You're looking if a object is entering the player's spherical collision area, yet then you move the player itself towards the player itself, on the 6th line.

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Answer by Janibasha · Jul 16, 2018 at 10:27 AM

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

public class CoinsBehaviour : MonoBehaviour { private GameObject player; private float CoinSpeed = 30.0f; private Transform playerTransform;

 public float CoinRotateSpeed = 5;
 void Start()
 {
     
 player = GameObject.FindGameObjectWithTag("Player");
     playerTransform = player.GetComponent<Transform>();
     transform.position = new Vector3(transform.position.x, transform.position.y, 0f);
 }
 void Update()
 {
   if(PlayerScript.isMagnetPowerup == true)
    {
         CoinsPowerup();
    }
 
 }
 void FixedUpdate()
 {
     transform.Rotate(Vector3.down * CoinRotateSpeed);
 }
 public void CoinsPowerup()
 {
     float distance = Vector3.Distance(playerTransform.position, transform.position);
   //  float distance = playerTransform.position.y - transform.position.y;
 
     float maxDistance = 10.0f;
    // float maxDistance = 0.030f;
     if (distance < maxDistance) 
     {
         // Debug.Log ("Now near in: "+ Vector3.Distance(playerTransform.position, transform.position));
         transform.position = Vector3.MoveTowards(transform.position,playerTransform.position + new Vector3(0,-2,0), CoinSpeed * Time.deltaTime);

     }
 }
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