Stop an Object if it reached the transform value
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.
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
add a comment |
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.
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
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
add a comment |
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.
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
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.
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
unity3d
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
add a comment |
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
add a comment |
1 Answer
1
active
oldest
votes
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
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
add a comment |
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
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
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
add a comment |
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
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
add a comment |
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
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
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
add a comment |
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
add a comment |
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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