• 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 Hypnix · Jul 14, 2020 at 10:49 AM · animationaiming

My character not rotate her aim while walking and jumping (I have video)

Hello I'm a just an Artist who wan to make a game by my self, so I learning c# I just follow some tutorial and try to mix their coding. I still a noob in coding. I want to make my character (Main body) can move and jump around while her arm(gun) can rotate and point at the player's mouse position. it's work fine when she stand still... But the problem is her arm(gun) not rotate when she walking or jumping.

I want her can enable to rotate and fire, whenever she jump or walk. please help me. thank you very much. Here is a video of the problem: 2 mb https://vimeo.com/user119508875/review/437895619/4e598ce9ce

Here is the code Player Movement using System.Collections; using System.Collections.Generic; using TMPro; using UnityEditor; using UnityEngine;

 public class PlayerMovement : MonoBehaviour
 {
     [SerializeField] private LayerMask platformsLayerMask;
     //private Player_Base playerBase;
 
     public Rigidbody2D rigidbody2d;
     private CapsuleCollider2D capsuleCollider2d;
     
 
     //walk (var)
     float moveInput;
     public float moveSpeed = 17;
     //Jump (Var)
     public float jumpVelocity = 15f;
     private float jumpTimecounter;
     public float jumpTime = 0.25f;
     private bool isJumping;
     
 
 
     private void Awake()
     {
         //playerBase = gameObject.GetComponent<Player_Base>();
         rigidbody2d = transform.GetComponent<Rigidbody2D>();
         capsuleCollider2d = transform.GetComponent<CapsuleCollider2D>();
         
     }
 
 
     private void Update()
     {
         
         //Move Left-Right
         moveInput = Input.GetAxis("Horizontal");
         
         //Jump
         if (IsGrounded() && Input.GetKeyDown(KeyCode.Space))
         {
             
             isJumping = true;
             jumpTimecounter = jumpTime;
             rigidbody2d.velocity = Vector2.up * jumpVelocity;
 
         }
         if (Input.GetKey(KeyCode.Space))//more jump
         {
             if (jumpTimecounter > 0 && isJumping == true)
             {
                 rigidbody2d.velocity = Vector2.up * jumpVelocity;
                 jumpTimecounter -= Time.deltaTime;
             }
             else
             {
                 isJumping = false;
             }
 
         }
 
         if (Input.GetKeyUp(KeyCode.Space))
         {
             isJumping = false;
         }
 
 
     }
 
     private void FixedUpdate()
     {
         //Debug.Log(rigidbody2d.velocity);
 
         //walk
         rigidbody2d.velocity = new Vector2(moveInput * moveSpeed, rigidbody2d.velocity.y);
         
         
     }
 
     //ground checker
     private bool IsGrounded()
     {
         RaycastHit2D raycastHit2d = Physics2D.BoxCast(capsuleCollider2d.bounds.center, capsuleCollider2d.bounds.size, 0f, Vector2.down, 0.1f, platformsLayerMask);
         //Debug.Log(raycastHit2d.collider);
         return raycastHit2d.collider != null;
 
     }
 
 }
 

And here is the code for aiming her weapon

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerAim : MonoBehaviour
 {
     //Aim
     public Camera cam;
     private Vector2 mousePos;
     public Rigidbody2D rigidbody2d;
     
 
     void Update()
     {
         HandAim();
         Shooting();
 
     }
     private void HandAim() //Aim
     {
         
         mousePos = cam.ScreenToWorldPoint(Input.mousePosition);
         Vector2 lookDir = mousePos - rigidbody2d.position;
         float angle = Mathf.Atan2(lookDir.y, lookDir.x) * Mathf.Rad2Deg;
         rigidbody2d.rotation = angle;
     }
     
     private void Shooting()   //Shoot
     {
         if (Input.GetMouseButtonDown(0))  //0 = left click
         {
 
         }
     }
   
 }
 

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

0 Replies

· Add your reply
  • Sort: 

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

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

324 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Can I make animations snap to a frame? 2 Answers

How to get a animation to play without changing the pozition the gun is in when aming down sights 0 Answers

How to select an animation clip by index number? 7 Answers

With animator, ow to transit quickly from an animation, and transit back without replaying the complete animation 0 Answers

Third person controller aiming 1 Answer

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges