我如何在 Unity 中制作随着速度跳跃而移动的东西?

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【中文标题】我如何在 Unity 中制作随着速度跳跃而移动的东西?【英文标题】:how do i make something which moves with Velocity jump in Unity? 【发布时间】:2020-05-29 01:56:32 【问题描述】:

我希望我能得到一些帮助!我一直在尝试制作一个使用速度移动的平台游戏,但我找不到使用该系统进行跳跃的好方法。每一帧速度的 y 都会自行重置,我不知道如何创建跳跃。我尝试过使用 ForceMode.VelocityChange 并尝试写出方程式。即使在重力开启的情况下,玩家下落的速度也非常缓慢。 playerBody.AddForce(Vector3.up * jumpForce, ForceMode.VelocityChange);

当我尝试将 y 速度设置为随重力变化时,我遇到了同样的问题

float MoveDirectionY = jumpForce * Physics.gravity.y;

enter image description here

这里似乎没有任何工作。当我玩游戏时,重力仍然会缓慢地将物体拉下,但如果我关闭重力,它根本不会拉下物体。

游戏确实记录了让我知道它确实知道按下了空格按钮的语句。alt 文本

我还想在这里提供我的代码:

using System.Collections;
 using System.Collections.Generic;
 using System.Transactions;
 using Unity.Collections.LowLevel.Unsafe;
 using UnityEngine;

 public class PlayerMovement : MonoBehaviour
 
     [SerializeField] private Rigidbody playerBody;
     [SerializeField] private Vector3 inputVector;
     [SerializeField] public float speed = 0.01f;
     [SerializeField] public bool jump;
     [SerializeField] private float turnSpeed = 45;
     [SerializeField] public float jumpForce = 35000f;
     [SerializeField] private bool isOnGround = true;
     [SerializeField] float enemyPushForce = 100;
     public int ingredient;
     public GameManager gameManager;
     public camSwitch cs;
     public float horizontalInput;
     public float verticalInput;
     float playerFacingAngleY;
     private GameObject FocalPoint;


     // Start is called before the first frame update
     void Start()
     
         //Just making sure we have the rigid body of the game object the script is attached to so we can move it later
         playerBody = gameObject.GetComponent<Rigidbody>();
         FocalPoint = GameObject.Find("Focal Point");
     

     // Update is called once per frame
     //This is where the player script should be realizing we are using inputs
     void Update()
     
         horizontalInput = Input.GetAxis("Horizontal");
         verticalInput = Input.GetAxis("Vertical");
         playerFacingAngleY += horizontalInput * turnSpeed;
         Vector3 playerFacingDirection = new Vector3(0, playerFacingAngleY, 0);
         playerBody.rotation = Quaternion.Euler(playerFacingDirection);
         float moveDirectionX = (FocalPoint.transform.position.x - gameObject.transform.position.x) *speed * verticalInput * Time.deltaTime;
         float MoveDirectionY = jumpForce * Physics.gravity.y;
         float moveDirectionZ = (FocalPoint.transform.position.z - gameObject.transform.position.z) * speed * verticalInput * Time.deltaTime;
         Vector3 moveDirection = new Vector3(moveDirectionX, MoveDirectionY, moveDirectionZ);



         playerBody.velocity = moveDirection;

         if (Input.GetKeyDown(KeyCode.Space) && isOnGround == true)
         
             playerBody.AddForce(Vector3.up * jumpForce, ForceMode.VelocityChange);
             isOnGround = false;
             print("player has jumped");
         

     

     private void OnCollisionEnter(Collision collision)
     
         isOnGround = true;
         if (collision.gameObject.tag == "Enemy")
         
             Debug.Log("Player ran into an enemy");
             if (cs.inSky == true)
             
                 speed = 0;
             
             else
             
                 speed = 10;
             
         
         else if (collision.gameObject.tag == "Ingredient")
         

             Debug.Log("Player collided with an ingredient");
             collision.gameObject.SetActive(false);
             ingredient++;
         
         else if (collision.gameObject.tag == "Ground") 
             isOnGround = true;
             print("player has hit the ground");
         

     
 

【问题讨论】:

【参考方案1】:

不要在更新方法中使用rigidbody。请改用FixedUpdate()。 此外,不要使用rb.velocity = ... 更改速度,而是使用rigibody.AddForce() 方法。试试这样的:

 void FixedUpdate() //using rigidbody? => ONLY FIXEDUPDATE
     
         horizontalInput = Input.GetAxis("Horizontal");
         verticalInput = Input.GetAxis("Vertical");
         playerFacingAngleY += horizontalInput * turnSpeed;
         Vector3 playerFacingDirection = new Vector3(0, playerFacingAngleY, 0);
         playerBody.rotation = Quaternion.Euler(playerFacingDirection);
         float moveDirectionX = (FocalPoint.transform.position.x - gameObject.transform.position.x) *speed * verticalInput * Time.deltaTime;
         float moveDirectionZ = (FocalPoint.transform.position.z - gameObject.transform.position.z) * speed * verticalInput * Time.deltaTime;
         Vector3 moveDirection = new Vector3(moveDirectionX, 0.0f, moveDirectionZ); //0.0f - just turn on gravity in rigidbody component or you can change it if you want some additional Vertical force
         playerBody.AddForce(moveDirection, ForceMode.VelocityChange); //force mode change to whatever you want 

         if (Input.GetKeyDown(KeyCode.Space) && isOnGround == true)
         
             playerBody.AddForce(Vector3.up * jumpForce, ForceMode.VelocityChange);
             isOnGround = false;
             print("player has jumped");
         
     

【讨论】:

谢谢熊猫强!这帮助我解决了问题所在!一切都解决了!谢谢!

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