0% found this document useful (0 votes)
22 views3 pages

Unity Snaps

Uploaded by

Janakiraman NPR
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
22 views3 pages

Unity Snaps

Uploaded by

Janakiraman NPR
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 3

#unity #movetowards

```C#
transform.position = Vector2.MoveTowards(transform.position,
player.transform.position, speed * Time.deltaTime);
```

#unity #rotate
```C#
transform.Rotate(Vector3.forward * turnSpeed * Input.GetAxisRaw("Horizontal") *
Time.deltaTime);
```

#unity #getobject
```C#
player = FindObjectOfType<Player>();
```

#unity #collision
```C#
private void OnTriggerEnter2D(Collider2D other)
{
if (other.tag == "Hole")
{
Destroy(gameObject);
}

if (other.tag == "Player" || other.tag == "Enemy")


{
speed = 0;
transform.parent = player.transform;
}
}
/*ATTACH IN THE OBJECT THAT IS NOT OTHER*/
```

#unity #movement
```C#
private void Update()
{
HorizontalMovement();
}

private void HorizontalMovement()


{
inputAxis = Input.GetAxis("Horizontal");
velocity.x = Mathf.MoveTowards(velocity.x, moveSpeed * inputAxis, moveSpeed
* Time.deltaTime);
}

private void FixedUpdate()


{
Vector2 position = rigidbody.position;
position += velocity * Time.fixedDeltaTime;

rigidbody.MovePosition(position);
}
```

#unity #cameraright
```C#
private void LateUpdate()
{
Vector3 cameraPosition = transform.position;
cameraPosition.x = Mathf.Max(cameraPosition.x, player.position.x);
transform.position = cameraPosition;
}
```

#unity #jumpforce
```C#
public float jumpForce => (2f * maxJumpHeight) / (maxJumpTime / 2f);
public float gravity => (-2f * maxJumpHeight) / Mathf.Pow((maxJumpTime /
2f),2);
```

#unity #raycast
```C#

private static LayerMask layermask = LayerMask.GetMask("Default");


public static bool Raycast(this Rigidbody2D rigidbody, Vector2 direction)
{
if (rigidbody.isKinematic)
{
return false;
}

float radius = 0.25f;


float distance = 0.375f;

RaycastHit2D hit =
Physics2D.CircleCast(rigidbody.position, radius, direction, distance,
layermask );

return hit.collider != null && hit.rigidbody != rigidbody;


```

#unity #colorchange

```C#
float timeLeft;
Color targetColor;

void Update()
{
if (timeLeft <= Time.deltaTime)
{
// transition complete
// assign the target color
renderer.material.color = targetColor;

// start a new transition


targetColor = new Color(Random.value, Random.value, Random.value);
timeLeft = 1.0f;
}
else
{
// transition in progress
// calculate interpolated color
renderer.material.color = Color.Lerp(renderer.material.color, targetColor,
Time.deltaTime / timeLeft);

// update the timer


timeLeft -= Time.deltaTime;
}
}
```

You might also like