• 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
Question by popuppirate · Oct 11, 2014 at 03:55 AM · transformbugparentchild

Kinematic Child Object Jumping Above Player

Hi guys,

I'm almost there with a script that drags an object defined as a weapon to a player via physics and, if it interacts with a spherecast, is set as a non-kinematic child of the player (i.e transforms with player). However, a recurrent bug of this is that the weapon object moves to a seemingly random vector above the player following player movement yet continues to move with the player at this random vector. Any thoughts anyone?

Cheers all,

Popuppirate

 using UnityEngine;
 using System.Collections;
 
 public class Weapon_Control_Script : MonoBehaviour {
 
     public GameObject closest_weapon;
     public bool attach_weapon;
     public float distance;
 
     private GameObject player;
     private Transform p_trans;
     private Transform w_trans;
     private GameObject[] weapons;
     private Vector3 player_vect;
     private Vector3 weapon_vect;
 
     // Use this for initialization
     void Start () {
     p_trans = transform.FindChild("PlayerAttachPoint");
     attach_weapon = false;
     }
 
     
     // Update is called once per frame
     void Update () {
         if (attach_weapon == false) {
             SearchForWeapons();        
 
         }
 
         if (distance < 200f && Input.GetButtonDown ("Fire1")) {
             attach_weapon=true;        
         }
 
         if (attach_weapon == true) {
             MoveWeapon();
 
             if(Input.GetButtonDown ("Fire2")){
             DetachWeapon();
             
             }
         }
 
 }
     
 void DetachWeapon(){//Removes Child From Player And Sets Weapon As Non-Kinematic
         attach_weapon=false;
         closest_weapon.rigidbody.isKinematic=false;
         closest_weapon.transform.parent=null;
 }
 
 
 void MoveWeapon(){ //Moves Weapon Using AddForce Until Hit By Spherecast Then Made Child.
         closest_weapon.rigidbody.useGravity=false;
         RaycastHit hit;
         player_vect = p_trans.position;
         weapon_vect = w_trans.position;
 
         Vector3 direction = (weapon_vect - player_vect);
         float distance_local = Mathf.Abs (direction.sqrMagnitude);
         closest_weapon.rigidbody.AddForce (-direction * distance_local);
         bool cast = Physics.SphereCast (transform.position, 5f, transform.forward, out hit, Mathf.Infinity);
         if (cast==true && hit.collider.gameObject.name==closest_weapon.name){ {
                 closest_weapon.transform.localPosition= player_vect;
                 closest_weapon.transform.rotation=transform.rotation;
                 closest_weapon.transform.parent=transform;
                 closest_weapon.rigidbody.isKinematic=true;
             }
         }
         Debug.Log (player_vect + "," + direction);
         }
 
 
 
 
 void SearchForWeapons(){ //This works lovely jubly
 
     weapons = GameObject.FindGameObjectsWithTag ("Weapon"); 
     distance = Mathf.Infinity;                                                            
     for (int i=0; i<weapons.Length; i++) {
         Can_Pick_Up canpickupscript=weapons[i].GetComponent<Can_Pick_Up>();
             if (canpickupscript.can_pick_up==true){
                 Vector3 diff_vect = weapons [i].transform.position - transform.position;            
                 float diff_abs = Mathf.Abs (diff_vect.sqrMagnitude);                                
                 if (diff_abs < distance) {                                                            
                     closest_weapon = weapons [i];                                                    
                     distance = diff_abs;
 
                 }
             }
 
             if (w_trans==null||w_trans.name!=closest_weapon.name){
     
                 w_trans=closest_weapon.transform.FindChild("WeaponAttachPoint");
 
             }
             
         }
         Debug.Log (closest_weapon.name);
         closest_weapon.rigidbody.useGravity=true;
 }
 
 
     
 }
 

Comment

People who like this

0 Show 0
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

  • Sort: 
avatar image

Answer by popuppirate · Oct 11, 2014 at 01:26 PM

I figured out that it was the collider for the weapon hitting the landscape below it that made this error. The fixed code looks like this:

 using UnityEngine;
 using System.Collections;
 
 public class Weapon_Control : MonoBehaviour {
 
     public GameObject closest_weapon;
     public bool attach_weapon;
     public float distance;
     
     private GameObject player;
     private Transform p_trans;
     private Transform w_trans;
     private Transform e_trans;
     private GameObject[] weapons;
     private Vector3 player_vect;
     private Vector3 weapon_vect;
     private float velocity_damping=0.1f;
     
     // Use this for initialization
     void Start () {
         p_trans = transform.FindChild("PlayerAttachPoint");
         //e_trans = transform.FindChild("EmissionPoint");
         attach_weapon = false;
     }
     
     
     // Update is called once per frame
     void Update () {
         if (attach_weapon == false) {
             SearchForWeapons();        
             
         }
         
         if (distance < 200f && Input.GetButtonDown ("Fire1")) {
             attach_weapon=true;        
         }
         
         if (attach_weapon == true) {
             MoveWeapon();
             
             if(Input.GetButtonDown ("Fire2")){
                 DetachWeapon();
                 
             }
         }
 
 }
 
     //void Beam(){
 
 
 
 //    }
     
     void DetachWeapon(){
         attach_weapon=false;
         closest_weapon.rigidbody.isKinematic=false;
         closest_weapon.transform.parent=null;
     }
     
     
     void MoveWeapon(){ //Look Here!
         closest_weapon.rigidbody.useGravity=false;
         RaycastHit sphere_hit;
         bool sphere_cast = Physics.SphereCast (transform.position, 2f, transform.forward, out sphere_hit, Mathf.Infinity);
         player_vect = p_trans.position;
         weapon_vect = w_trans.position;
         Vector3 direction = (weapon_vect - player_vect);
         float direction_angle = Vector3.Angle (direction, transform.right);
         float distance_local = Mathf.Abs (direction.sqrMagnitude);
         
         closest_weapon.rigidbody.AddForce (-direction * distance_local);
         
         if (sphere_cast==true && sphere_hit.collider.gameObject.name==closest_weapon.name){
             while(Mathf.Abs(closest_weapon.rigidbody.velocity.sqrMagnitude)>0.5f && Mathf.Abs(direction_angle)>5f){
                 closest_weapon.rigidbody.velocity*=velocity_damping;
                 closest_weapon.transform.RotateAround(transform.position, transform.forward, direction_angle);
                 closest_weapon.transform.position=Vector3.MoveTowards(closest_weapon.transform.position,transform.position,Time.deltaTime);
             }                
             closest_weapon.transform.rotation=transform.rotation;
             closest_weapon.transform.localPosition= player_vect;
             closest_weapon.transform.parent=transform;
             closest_weapon.rigidbody.isKinematic=true;
             closest_weapon.collider.enabled=false;//Collider Turned Off Here
         } 
         Debug.Log (player_vect + "," + direction);
         
     }
     
     
     
     
     
     void SearchForWeapons(){ //This works lovely jubly
         
         weapons = GameObject.FindGameObjectsWithTag ("Weapon"); 
         distance = Mathf.Infinity;                                                            
         for (int i=0; i<weapons.Length; i++) {
             Can_Pick_Up canpickupscript=weapons[i].GetComponent<Can_Pick_Up>();
             if (canpickupscript.can_pick_up==true){
                 Vector3 diff_vect = weapons [i].transform.position - transform.position;            
                 float diff_abs = Mathf.Abs (diff_vect.sqrMagnitude);                                
                 if (diff_abs < distance) {                                                            
                     closest_weapon = weapons [i];                                                    
                     distance = diff_abs;
                     
                 }
             }
             
             if (w_trans==null||w_trans.name!=closest_weapon.name){
                 
                 w_trans=closest_weapon.transform.FindChild("WeaponAttachPoint");
                 
             }
             
         }
         Debug.Log (closest_weapon.name);
         closest_weapon.collider.enabled = true;//Collider Turned On Here
         closest_weapon.rigidbody.useGravity = true;
     }
 
 }
 
Comment

People who like this

0 Show 0 · 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

Unity Answers is in Read-Only mode

Unity Answers content will be migrated to a new Community platform and we are aiming to launch a public beta by June 9. Please note, Unity Answers is now in read-only so we can prepare for the final data migration.

For more information and updates, please read our full announcement thread in the Unity Forum.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Make a simple tree 1 Answer

Assign parent object to target 2 Answers

How to return all the child gameobjects? 1 Answer

Raycasting from child weird behaviour 2 Answers

Separate child rotation 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