rigidbody2d character controller unity code example
Example 1: c sharp download player controller
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(CapsuleCollider2D))]
public class CharacterController2D : MonoBehaviour
{
public float maxSpeed = 3.4f;
public float jumpHeight = 6.5f;
public float gravityScale = 1.5f;
public Camera mainCamera;
bool facingRight = true;
float moveDirection = 0;
bool isGrounded = false;
Vector3 cameraPos;
Rigidbody2D r2d;
Collider2D mainCollider;
LayerMask layerMask = ~(1 << 2 | 1 << 8);
Transform t;
void Start()
{
t = transform;
r2d = GetComponent<Rigidbody2D>();
mainCollider = GetComponent<Collider2D>();
r2d.freezeRotation = true;
r2d.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
r2d.gravityScale = gravityScale;
facingRight = t.localScale.x > 0;
gameObject.layer = 8;
if(mainCamera)
cameraPos = mainCamera.transform.position;
}
void Update()
{
if ((Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D)) && (isGrounded || r2d.velocity.x > 0.01f))
{
moveDirection = Input.GetKey(KeyCode.A) ? -1 : 1;
}
else
{
if (isGrounded || r2d.velocity.magnitude < 0.01f)
{
moveDirection = 0;
}
}
if (moveDirection != 0)
{
if (moveDirection > 0 && !facingRight)
{
facingRight = true;
t.localScale = new Vector3(Mathf.Abs(t.localScale.x), t.localScale.y, transform.localScale.z);
}
if (moveDirection < 0 && facingRight)
{
facingRight = false;
t.localScale = new Vector3(-Mathf.Abs(t.localScale.x), t.localScale.y, t.localScale.z);
}
}
if (Input.GetKeyDown(KeyCode.W) && isGrounded)
{
r2d.velocity = new Vector2(r2d.velocity.x, jumpHeight);
}
if(mainCamera)
mainCamera.transform.position = new Vector3(t.position.x, cameraPos.y, cameraPos.z);
}
void FixedUpdate()
{
Bounds colliderBounds = mainCollider.bounds;
Vector3 groundCheckPos = colliderBounds.min + new Vector3(colliderBounds.size.x * 0.5f, 0.1f, 0);
isGrounded = Physics2D.OverlapCircle(groundCheckPos, 0.23f, layerMask);
r2d.velocity = new Vector2((moveDirection) * maxSpeed, r2d.velocity.y);
Debug.DrawLine(groundCheckPos, groundCheckPos - new Vector3(0, 0.23f, 0), isGrounded ? Color.green : Color.red);
}
}
Example 2: unity 2d controler
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PhysicsObject : MonoBehaviour {
public float minGroundNormalY = .65f;
public float gravityModifier = 1f;
protected Vector2 targetVelocity;
protected bool grounded;
protected Vector2 groundNormal;
protected Rigidbody2D rb2d;
protected Vector2 velocity;
protected ContactFilter2D contactFilter;
protected RaycastHit2D[] hitBuffer = new RaycastHit2D[16];
protected List<RaycastHit2D> hitBufferList = new List<RaycastHit2D> (16);
protected const float minMoveDistance = 0.001f;
protected const float shellRadius = 0.01f;
void OnEnable()
{
rb2d = GetComponent<Rigidbody2D> ();
}
void Start ()
{
contactFilter.useTriggers = false;
contactFilter.SetLayerMask (Physics2D.GetLayerCollisionMask (gameObject.layer));
contactFilter.useLayerMask = true;
}
void Update ()
{
targetVelocity = Vector2.zero;
ComputeVelocity ();
}
protected virtual void ComputeVelocity()
{
}
void FixedUpdate()
{
velocity += gravityModifier * Physics2D.gravity * Time.deltaTime;
velocity.x = targetVelocity.x;
grounded = false;
Vector2 deltaPosition = velocity * Time.deltaTime;
Vector2 moveAlongGround = new Vector2 (groundNormal.y, -groundNormal.x);
Vector2 move = moveAlongGround * deltaPosition.x;
Movement (move, false);
move = Vector2.up * deltaPosition.y;
Movement (move, true);
}
void Movement(Vector2 move, bool yMovement)
{
float distance = move.magnitude;
if (distance > minMoveDistance)
{
int count = rb2d.Cast (move, contactFilter, hitBuffer, distance + shellRadius);
hitBufferList.Clear ();
for (int i = 0; i < count; i++) {
hitBufferList.Add (hitBuffer [i]);
}
for (int i = 0; i < hitBufferList.Count; i++)
{
Vector2 currentNormal = hitBufferList [i].normal;
if (currentNormal.y > minGroundNormalY)
{
grounded = true;
if (yMovement)
{
groundNormal = currentNormal;
currentNormal.x = 0;
}
}
float projection = Vector2.Dot (velocity, currentNormal);
if (projection < 0)
{
velocity = velocity - projection * currentNormal;
}
float modifiedDistance = hitBufferList [i].distance - shellRadius;
distance = modifiedDistance < distance ? modifiedDistance : distance;
}
}
rb2d.position = rb2d.position + move.normalized * distance;
}
}