C
C#•14mo ago
vl4do

Global Variables - Unity

So im currently making a game in unity and i wanna have a gravity tile that basically gives you velocity, depending on the tile itself - either upwards velocity or downwards velocity. I kinda did it but i cant set a different velocity for the different tiles. For example i set a velocity of 2 on the up tiles and -2 on the down tiles, but it registers the velocity as 2 and both tiles act as up tiles. I've attached pictures to hopefully clear up my problem!
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17 Replies
SinFluxx
SinFluxx•14mo ago
Someone may know, but you may be better off asking in $unity
vl4do
vl4doOP•14mo ago
No description
vl4do
vl4doOP•14mo ago
i accidentally attached 2 screenshots of the up tiles they are very slow and often dont respond
Hazel 🌊💃
$code
MODiX
MODiX•14mo ago
To post C# code type the following: ```cs // code here ``` Get an example by typing $codegif in chat For longer snippets, use: https://paste.mod.gg/
Hazel 🌊💃
Don't make your force static. That's causing it to share across all instances of GravityTile.
vl4do
vl4doOP•14mo ago
if i remove the static will i be able to use it in other scripts?
Hazel 🌊💃
Yes, but not the way you're likely already using it. You'll need to give those other scripts a way to get the tile you're truly concerned with if you aren't already. The force being static is your core problem for two reasons: - It's shared across all tiles, meaning every tile has the same force. - It's up to Unity which force gets assigned, meaning the force could be some random force out of all the tiles you have set in your scene. If you remove the static, then the force is respected based on how you set it in the inspector And both problems go away.
vl4do
vl4doOP•14mo ago
dirX = Input.GetAxisRaw("Horizontal");
rb.velocity = new Vector2(speed * dirX, rb.velocity.y);

if (Input.GetButton("Jump") && fuel > 0)
{
TaxFuel();
if (GravityTile.isInGravityTile == true)
{
yVelocity = GravityTile.gravityTileForce + flyForce;
}
else
{
yVelocity = flyForce;
}

rb.velocity = new Vector2(rb.velocity.x, yVelocity);
}
else if (GravityTile.isInGravityTile == true)
{
yVelocity = GravityTile.gravityTileForce;
rb.velocity = new Vector2(rb.velocity.x, yVelocity);
}
dirX = Input.GetAxisRaw("Horizontal");
rb.velocity = new Vector2(speed * dirX, rb.velocity.y);

if (Input.GetButton("Jump") && fuel > 0)
{
TaxFuel();
if (GravityTile.isInGravityTile == true)
{
yVelocity = GravityTile.gravityTileForce + flyForce;
}
else
{
yVelocity = flyForce;
}

rb.velocity = new Vector2(rb.velocity.x, yVelocity);
}
else if (GravityTile.isInGravityTile == true)
{
yVelocity = GravityTile.gravityTileForce;
rb.velocity = new Vector2(rb.velocity.x, yVelocity);
}
this is how im using it but removing the static keyword does indeed break the code
Hazel 🌊💃
As I stated, you'll need to get the active GravityTile component and use its instance value; something like:
var tile = GetCurrentTile(position);
if (tile.IsGravityTile)
yVelocity = tile.force ...;
var tile = GetCurrentTile(position);
if (tile.IsGravityTile)
yVelocity = tile.force ...;
You'd have to figure out how to get the current tile for your active position. Then you can use that tile's instance data to make decisions.
vl4do
vl4doOP•14mo ago
I need to make a custom GetCurrentTile method right? Also should this be in Start, Update or somewhere else?
Hazel 🌊💃
Probably update
vl4do
vl4doOP•14mo ago
Im sorry if im asking too many questions but im just too lost. What should the GetCurrentTile method consist of?
Hazel 🌊💃
I recommend asking for more detailed help in the $unity server. They'll be able to provide much more information about how to properly set up your game objects and scripts to accomplish what you want without static members. I'm sure there's something out there called GetComponent which allows you to request a certain component in your script, but the details are outside of my realm of expertise.
vl4do
vl4doOP•14mo ago
alright ty
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