Flight controller

Hi all,

So I am pretty bad at Unity Scripting and I am currently working on this flight controller for a missile. where it would be giving speed and using WASD to control its facing up down or left or right. I followed a tutorial for this. I have tried many methods. Two various way I tried are:

first one:

rigidBody.AddForce(missile.forward * speed * Time.deltaTime);

if(Input.GetKey(KeyCode.W))
{

missile.Rotate(new Vector3(0,1,0) * Time.deltaTime * speed);
}
if(Input.GetKey(KeyCode.A))
{
missile.Rotate(new Vector3(0,-1,0) * Time.deltaTime * speed);
}
if(Input.GetKey(KeyCode.S))
{
missile.Rotate(new Vector3(-1,0,0) * Time.deltaTime * speed);
}
if(Input.GetKey(KeyCode.D))
{
missile.Rotate(new Vector3(1,0,0) * Time.deltaTime * speed);
}

second one:

missile.position += missile.forward * Time.deltaTime * speed;
speed -= missile.forward.y * Time.deltaTime * 50.0f;

if(speed < 35.0f)
{
speed = 35.0f;
}

missile.Rotate(((Input.GetAxis(“Vertical”)) * LoadPrefs.localSensitivity), ((-Input.GetAxis(“Horizontal”)) * LoadPrefs.localSensitivity), 0.0f);

The first one just will freeze midair, and the second one is not moving in the direction intended. Any advice and help about other types of scripting to achieve these sorts of controlling effects or to fix these issues would be appreciated since the deadline for this project is coming soon.

Instead of trying multiple random ways of doing something, pick one and stick with it until it works, or until you reach an engineering impasse with the chosen approach, then adjust your approach meaningfully.

To find out what code is doing, here is the easiest approach:

You must find a way to get the information you need in order to reason about what the problem is.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3

Also, you want to avoid horribly long lines like this because you cannot reason about what is going on.

If you have more than one or two dots (.) in a single statement, you’re just being mean to yourself.

How to break down hairy lines of code:

http://plbm.com/?p=248

Break it up, practice social distancing in your code, one thing per line please.