# movement 2d in a grid

hey

I have a Question about 2D Movement.
I can controll my player just fine and everything, but I want my Player to move in a kind of grid.
So if i would put a grid as Backgound (just to make it clear) taht he would always stand in one of the squares after the movement.
This is also seen in games like pokemon for example (the old ones).

Here is what I have so far:

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

``````toRight = true;

toLeft = false;

toUp = false;

toDown = false;

walk = true;

transform.position = new Vector3
(transform.position.x + walkDistance,
transform.position.y,
transform.position.z);
}
``````

(This might not be the best way to go, but i am rather new to unity)

(also I am using c#)

The Booleans are just for the animation.

So to sum up my Question:

I know how to move the Player, but he should only move in a “grid”.

I hope I made it clear

Hope someone will help

Tanks

While you didn’t ask for it specifically, most folks looking for this type of script want the character to move over time rather than just appear at the new location. In working with grids, it is easiest if you use 1 unit squares and adjust other factors (like Camera.orthographicSize) for your game. Here is a simple, starter script using the ASDF keys for a grid-like movement on the XY plane:

``````#pragma strict

private var speed = 2.0;
private var pos : Vector3;
private var tr : Transform;

function Start() {
pos = transform.position;
tr = transform;
}

function Update() {

if (Input.GetKeyDown(KeyCode.D) && tr.position == pos) {
pos += Vector3.right;
}
else if (Input.GetKeyDown(KeyCode.A) && tr.position == pos) {
pos += Vector3.left;
}
else if (Input.GetKeyDown(KeyCode.W) && tr.position == pos) {
pos += Vector3.up;
}
else if (Input.GetKeyDown(KeyCode.S) && tr.position == pos) {
pos += Vector3.down;
}

transform.position = Vector3.MoveTowards(transform.position, pos, Time.deltaTime * speed);
}
``````

BlockySteve

Grid movement with RayCast2D collision.
Do not attach a collider2D to your player,only on your object dat you want to collide on.

``````Vector3 pos;
public float speed = 2.0f;

void Start()
{
pos = transform.position; // Take the current position

}

void FixedUpdate()
{
//====RayCasts====//
RaycastHit2D hitup = Physics2D.Raycast(transform.position, Vector2.up, 16);
RaycastHit2D hitdown = Physics2D.Raycast(transform.position, Vector2.down, 16);
RaycastHit2D hitright = Physics2D.Raycast(transform.position, Vector2.right, 16);
RaycastHit2D hitleft = Physics2D.Raycast(transform.position, Vector2.left, 16);

//==Inputs==//

if (Input.GetKey(KeyCode.A) && transform.position == pos && hitleft.collider  == null)
{           //(-1,0)
pos += Vector3.left * 16;// Add -1 to pos.x
}
if (Input.GetKey(KeyCode.D) && transform.position == pos && hitright.collider == null)
{           //(1,0)
pos += Vector3.right * 16;// Add 1 to pos.x
}
if (Input.GetKey(KeyCode.W) && transform.position == pos && hitup.collider    == null)
{           //(0,1)
pos += Vector3.up * 16; // Add 1 to pos.y
}
if (Input.GetKey(KeyCode.S) && transform.position == pos && hitdown.collider  == null)
{           //(0,-1)
pos += Vector3.down * 16;// Add -1 to pos.y
}
//The Current Position = Move To (the current position to the new position by the speed * Time.DeltaTime)
transform.position = Vector3.MoveTowards(transform.position, pos, speed);    // Move there
}
``````

}

Thanks robertbu, this work great!
I change it to work in C#:

``````Vector3 pos;                                // For movement
float speed = 2.0f;                         // Speed of movement

void Start () {
pos = transform.position;          // Take the initial position
}

void FixedUpdate () {
if(Input.GetKey(KeyCode.A) && transform.position == pos) {		// Left
pos += Vector3.left;
}
if(Input.GetKey(KeyCode.D) && transform.position == pos) {		// Right
pos += Vector3.right;
}
if(Input.GetKey(KeyCode.W) && transform.position == pos) {		// Up
pos += Vector3.up;
}
if(Input.GetKey(KeyCode.S) && transform.position == pos) {		// Down
pos += Vector3.down;
}
transform.position = Vector3.MoveTowards(transform.position, pos, Time.deltaTime * speed);	// Move there
}
``````