![]() ![]() Vector2 difference = target.position - transform.position Here’s how to do it if you do the vector math yourself - the code below gives almost the same result. moveSpeed, of course, should be the distance your object can travel in 1 second. This will move your object’s position by moveSpeed * ltaTime units at every frame until it reaches its destination. transform.position = Vector2.MoveTowards( transform.position, target.position, moveSpeed * ltaTime ) You have to declare it as a property of your script and assign it to make it work. In the script below, target is the Transform component of the target you are following, assigned to the same script. To move an object towards a target at a particular speed (expressed by moveSpeed in the snippet below), you can use the following line using Vector2.MoveTowards() in your script’s Update() method. B – A: which gives you a vector that points towards B, in the opposite direction of A – B.įor those looking to impress people at the dinner table, here is how you write it mathematically: d → is the distance vector between A → and B →, d → = A → – B → OR d → = B → – A → Distance between A and B = | d → | = d x – d yĪrticle continues after the advertisement: Moving towards a target (linearly).A – B: which gives you a vector that points towards A.It can point in either direction, because there are 2 possible difference vectors: The difference vector is the line drawn between the two objects in the image above. I will have a beginner programmer course in the coming future, however this is intended for people who are somewhat familiar with programming and some small familiarity with Unity, but have not made a top down game before.The difference vector between the two objects. I suggest going through Unity’s official tutorials, starting with the rolling ball tutorial. If you’re not sure what that is, and you are a complete beginner programmer, this might not be the best place for you to start. ![]() It’s also important to note all of that code as to go inside the scripts “class”. I did that and got this, which suggests a mistype: Read my code sample again very closely and make sure.Ī useful tip when you get an error is to copy and paste the error message into google – it’s quite common for someone else to have had the error before. It sounds like you have incorrectly declared the ‘Rigidbody2D’ variable, put some code in the wrong place or mistyped something. It would be helpful if you could attach that. If you double click the error, it should highlight the section of code. So if you plan to make your game work with both keyboards and controllers, check which input is being used and modify your code accordingly – don’t check for diagonal movement with controllers. For controllers, you don’t need to limit the movement speed because when you press diagonal on a controller it does that automatically. Then, when we modify our velocity, the new velocity will be 70% slower because we have modified the values of horizontal and vertical to be 70% of their value, so we will be multiplying our runSpeed value by either 0.7 or -0.7, again, setting out speed to 70% of runSpeed. This is why we use a combination of horizontal and moveLimiter. But if horizontal is -1, and we multiply that by 0.7, we’ll end up with -0.7, so we can move at 70% speed to the left. It would always be positive, so you could only ever move right. Ironically in this case, multiplying horizontal by 0.7 will make horizontal equal to 0.7 or -0.7, but if we just said: horizontal = 0.7f MoveLimiter has the value of 0.7. So when we multiply any number by 0.7, that will give us 70% of that number. Our if statement checks if you’re moving diagonally – if horizontal and vertical are both not equal to 0, you’re moving diagonally. Next, make a new script and attach it to the character and add the following code inside your class (note there is an improved version at the end of this tutorial so if you’re just copy and pasting, scroll down first – although I strongly suggest you read the article to understand what it does): Rigidbody2D body float horizontal float vertical public float runSpeed = 20.0f void Start () First, attach a Rigidbody2D component to your 2D character, and turn the gravity scale down to 0. ![]()
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