Stop an Object if it reached the transform value












0















So I have a 2d gameObject that behaves likes a spike trap that springs out of the ground when the character collides on the trigger. I use AddForce to the rigidbody 2D of the gameObject to manipulates its speed when coming out of the ground and I want it to just sticking out of the ground. How can I stop it when it reaches a certain tranform Y value.



enter image description here



Here is my code:



public float speed;

Rigidbody2D rb;

void Start () {

rb = GetComponent<Rigidbody2D>();
}

void Update () {

}

private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.tag == "Player")
{
rb.AddForce(new Vector2(0, speed * Time.time), ForceMode2D.Impulse);
}
}









share|improve this question























  • try 'rb.AddForce(transform.up * speed, ForceMode.Impulse);'

    – Saad Anees
    Nov 21 '18 at 7:15











  • you can check position y in Update()

    – Saad Anees
    Nov 21 '18 at 9:11
















0















So I have a 2d gameObject that behaves likes a spike trap that springs out of the ground when the character collides on the trigger. I use AddForce to the rigidbody 2D of the gameObject to manipulates its speed when coming out of the ground and I want it to just sticking out of the ground. How can I stop it when it reaches a certain tranform Y value.



enter image description here



Here is my code:



public float speed;

Rigidbody2D rb;

void Start () {

rb = GetComponent<Rigidbody2D>();
}

void Update () {

}

private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.tag == "Player")
{
rb.AddForce(new Vector2(0, speed * Time.time), ForceMode2D.Impulse);
}
}









share|improve this question























  • try 'rb.AddForce(transform.up * speed, ForceMode.Impulse);'

    – Saad Anees
    Nov 21 '18 at 7:15











  • you can check position y in Update()

    – Saad Anees
    Nov 21 '18 at 9:11














0












0








0








So I have a 2d gameObject that behaves likes a spike trap that springs out of the ground when the character collides on the trigger. I use AddForce to the rigidbody 2D of the gameObject to manipulates its speed when coming out of the ground and I want it to just sticking out of the ground. How can I stop it when it reaches a certain tranform Y value.



enter image description here



Here is my code:



public float speed;

Rigidbody2D rb;

void Start () {

rb = GetComponent<Rigidbody2D>();
}

void Update () {

}

private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.tag == "Player")
{
rb.AddForce(new Vector2(0, speed * Time.time), ForceMode2D.Impulse);
}
}









share|improve this question














So I have a 2d gameObject that behaves likes a spike trap that springs out of the ground when the character collides on the trigger. I use AddForce to the rigidbody 2D of the gameObject to manipulates its speed when coming out of the ground and I want it to just sticking out of the ground. How can I stop it when it reaches a certain tranform Y value.



enter image description here



Here is my code:



public float speed;

Rigidbody2D rb;

void Start () {

rb = GetComponent<Rigidbody2D>();
}

void Update () {

}

private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.tag == "Player")
{
rb.AddForce(new Vector2(0, speed * Time.time), ForceMode2D.Impulse);
}
}






unity3d






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Nov 21 '18 at 6:11









Ry RenRy Ren

296




296













  • try 'rb.AddForce(transform.up * speed, ForceMode.Impulse);'

    – Saad Anees
    Nov 21 '18 at 7:15











  • you can check position y in Update()

    – Saad Anees
    Nov 21 '18 at 9:11



















  • try 'rb.AddForce(transform.up * speed, ForceMode.Impulse);'

    – Saad Anees
    Nov 21 '18 at 7:15











  • you can check position y in Update()

    – Saad Anees
    Nov 21 '18 at 9:11

















try 'rb.AddForce(transform.up * speed, ForceMode.Impulse);'

– Saad Anees
Nov 21 '18 at 7:15





try 'rb.AddForce(transform.up * speed, ForceMode.Impulse);'

– Saad Anees
Nov 21 '18 at 7:15













you can check position y in Update()

– Saad Anees
Nov 21 '18 at 9:11





you can check position y in Update()

– Saad Anees
Nov 21 '18 at 9:11












1 Answer
1






active

oldest

votes


















0














Certain transform value, or certain transform.position value?



I'll do it like this:



private float threshold = 10f;
private float startPosition = 0;
private RigidBody2D pikeRigidbody;:

private void Start()
{
startPosition = = this.transform.position;
pikeRigidbody = this.GetComponent<RigidBody2D>();
}

private void Update(){
if(this.transform.position.y >= (startPosition.y + threshold))
{
pikeRigidbody.velocity = Vector3.zero;
}
}


And attach the script to the pike object.



Edited to position.y instead of position






share|improve this answer


























  • actually transform.position.y., I want the spike to stop when it is high enough. thanks

    – Ry Ren
    Nov 21 '18 at 12:13











  • @RyRen updated, mark the answer as correct if it is, please.

    – Lotan
    Nov 21 '18 at 13:53











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1 Answer
1






active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









0














Certain transform value, or certain transform.position value?



I'll do it like this:



private float threshold = 10f;
private float startPosition = 0;
private RigidBody2D pikeRigidbody;:

private void Start()
{
startPosition = = this.transform.position;
pikeRigidbody = this.GetComponent<RigidBody2D>();
}

private void Update(){
if(this.transform.position.y >= (startPosition.y + threshold))
{
pikeRigidbody.velocity = Vector3.zero;
}
}


And attach the script to the pike object.



Edited to position.y instead of position






share|improve this answer


























  • actually transform.position.y., I want the spike to stop when it is high enough. thanks

    – Ry Ren
    Nov 21 '18 at 12:13











  • @RyRen updated, mark the answer as correct if it is, please.

    – Lotan
    Nov 21 '18 at 13:53
















0














Certain transform value, or certain transform.position value?



I'll do it like this:



private float threshold = 10f;
private float startPosition = 0;
private RigidBody2D pikeRigidbody;:

private void Start()
{
startPosition = = this.transform.position;
pikeRigidbody = this.GetComponent<RigidBody2D>();
}

private void Update(){
if(this.transform.position.y >= (startPosition.y + threshold))
{
pikeRigidbody.velocity = Vector3.zero;
}
}


And attach the script to the pike object.



Edited to position.y instead of position






share|improve this answer


























  • actually transform.position.y., I want the spike to stop when it is high enough. thanks

    – Ry Ren
    Nov 21 '18 at 12:13











  • @RyRen updated, mark the answer as correct if it is, please.

    – Lotan
    Nov 21 '18 at 13:53














0












0








0







Certain transform value, or certain transform.position value?



I'll do it like this:



private float threshold = 10f;
private float startPosition = 0;
private RigidBody2D pikeRigidbody;:

private void Start()
{
startPosition = = this.transform.position;
pikeRigidbody = this.GetComponent<RigidBody2D>();
}

private void Update(){
if(this.transform.position.y >= (startPosition.y + threshold))
{
pikeRigidbody.velocity = Vector3.zero;
}
}


And attach the script to the pike object.



Edited to position.y instead of position






share|improve this answer















Certain transform value, or certain transform.position value?



I'll do it like this:



private float threshold = 10f;
private float startPosition = 0;
private RigidBody2D pikeRigidbody;:

private void Start()
{
startPosition = = this.transform.position;
pikeRigidbody = this.GetComponent<RigidBody2D>();
}

private void Update(){
if(this.transform.position.y >= (startPosition.y + threshold))
{
pikeRigidbody.velocity = Vector3.zero;
}
}


And attach the script to the pike object.



Edited to position.y instead of position







share|improve this answer














share|improve this answer



share|improve this answer








edited Nov 21 '18 at 13:53

























answered Nov 21 '18 at 7:55









LotanLotan

1,150215




1,150215













  • actually transform.position.y., I want the spike to stop when it is high enough. thanks

    – Ry Ren
    Nov 21 '18 at 12:13











  • @RyRen updated, mark the answer as correct if it is, please.

    – Lotan
    Nov 21 '18 at 13:53



















  • actually transform.position.y., I want the spike to stop when it is high enough. thanks

    – Ry Ren
    Nov 21 '18 at 12:13











  • @RyRen updated, mark the answer as correct if it is, please.

    – Lotan
    Nov 21 '18 at 13:53

















actually transform.position.y., I want the spike to stop when it is high enough. thanks

– Ry Ren
Nov 21 '18 at 12:13





actually transform.position.y., I want the spike to stop when it is high enough. thanks

– Ry Ren
Nov 21 '18 at 12:13













@RyRen updated, mark the answer as correct if it is, please.

– Lotan
Nov 21 '18 at 13:53





@RyRen updated, mark the answer as correct if it is, please.

– Lotan
Nov 21 '18 at 13:53




















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