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Vanishing Ghost Platforms Game Mechanic Explained in Unity

In this lesson, I will show you how to code and create a vanishing ghost platform. which are platforms that disappear a few seconds after a player object touches it. Ghost platforms are a very popular game mechanic that can be found in almost every platformer.

To create this game mechanic we will use a 3D cube, a transparent material, an animation, and a C# script. The script will use the OnCollisionEnter function to trigger the animation that will fade the platform.

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GhostPlatforms.cs

using System.Collections;
using UnityEngine;


namespace InfoGamer
{
    //attach this script to any platform you with to blink and disappear
    public class GhostPlatforms : MonoBehaviour
    {
        [SerializeField] string playerTag = "Player"; //set the playerTag to the string that matches the tag of the objects you wish to trigger the platform
        [SerializeField] float disappearTime = 3;
        Animator myAnim;

        [SerializeField] bool canReset;
        [SerializeField] float resetTime;

        private void Start()
        {
            myAnim = GetComponent<Animator>();
            myAnim.SetFloat("DisappearTime", 1/disappearTime);
        }

        private void OnCollisionEnter(Collision collision)
        {
            if (collision.transform.tag == playerTag)
            {
                myAnim.SetBool("Trigger", true);
            }
        }

        public void TriggerReset()
        {
            if(canReset)
            {
                StartCoroutine(Reset());
            }
        }

        IEnumerator Reset()
        {
            yield return new WaitForSeconds(resetTime);
            myAnim.SetBool("Trigger", false);
        }
    }
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}

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Crushing Block Game Mechanic in Unity – Thwomp or Hydraulic Press

Group Unity Project: https://www.infogamerhub.com/collaborative-unity-project-1/

In this lesson, I will show you how to create a Crushing Block prefab and game mechanic in Unity similar to the Thwomps from Mario or a Hydraulic Press. We created this game mechanic for our group Unity project and this prefab is included in our level builder unity package.

To create this crushing block prefab we will first design the prefab in Unity. We can then animate this object so that it has a crush, reset, and wait time animation. We will then create a script for this object that will allow you to increase the wait time animation time in the inspector. We will then create another script that will be for the objects that get crushed.

Members and Functions in this video
OnTriggerEnter
Animator.Play
Animator.SetFloat
GetComponent
Destroy
GameObject.tag

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Crusher.ccs

using UnityEngine;

namespace InfoGamer
{
    public class Crusher : MonoBehaviour
    {
        Animator myAnim;

        [SerializeField] float waitTime;
        [SerializeField] [Range(0, 1)] float animationOffset;

        // Start is called before the first frame update
        void Start()
        {
            myAnim = GetComponent<Animator>();
            myAnim.SetFloat("WaitTime", 1 / waitTime);
            myAnim.Play("WaitTime", -1, animationOffset);
        }

    }
}

BallCrush.cs

using UnityEngine;

namespace InfoGamer
{
    public class BallCrush : MonoBehaviour
    {
        private void OnTriggerEnter(Collider other)
        {
            if (other.tag == "Crusher")
            {
                //GetComponent<BallShatter>().Shatter();
                Destroy(gameObject);

            }

        }
    }
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}

Posted on

Ball Roll Mechanic with Add Force in Unity

In this video, We talk more about our marble game group Unity project. I explain that I will be updating this Unity project on a weekly basis. I hope that you will join this group project and help us create levels in Unity for this game.

Project Page: https://www.infogamerhub.com/collaborative-unity-project-1/

We will also show you how to create a ball roll mechanic in Unity. We are using a ball roll mechanic for this group Unity project. Ball rolling is a very popular game mechanic found in many video games. If you haven’t learned how to make a ball roll in Unity then this is the video for you as I show you how to create a basic but effective ball prefab that you can use in any of your unity projects.

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BasicForceMovement.cs

using UnityEngine;
using UnityEngine.InputSystem;

namespace InfoGamer
{
    public class BasicForceMovement : MonoBehaviour
    {
        Rigidbody myRB;

        [SerializeField] InputAction WASDInput;
        Vector2 movementInput;
        [SerializeField] float force;

        [SerializeField] float topXZSpeed;
        [SerializeField] float topYSpeed;


        private void OnEnable()
        {
            WASDInput.Enable();
        }

        private void OnDisable()
        {
            WASDInput.Disable();
        }

        // Start is called before the first frame update
        void Start()
        {
            if(topYSpeed > 0)
            {
                topYSpeed *= -1;
            }
            myRB = GetComponent<Rigidbody>();
        }

        private void Update()
        {
            movementInput = WASDInput.ReadValue<Vector2>();
        }

        
        void FixedUpdate()
        {

            myRB.AddForce(new Vector3(movementInput.x, 0, movementInput.y) * force);

            if (myRB.velocity.y < topYSpeed)
            {
                myRB.velocity = new Vector3(myRB.velocity.x, topYSpeed, myRB.velocity.z);
            }
            Vector2 tempXZ = new Vector2(myRB.velocity.x, myRB.velocity.z);
            if (tempXZ.magnitude > topXZSpeed)
            {
                tempXZ = tempXZ.normalized * topXZSpeed;
                myRB.velocity = new Vector3(tempXZ.x, myRB.velocity.y, tempXZ.y);
            }


            Debug.Log(myRB.velocity);
        }
    }
}

BasicForceJump.cs

using UnityEngine;
using UnityEngine.InputSystem;

namespace InfoGamer
{
    public class BasicForceJump : MonoBehaviour
    {
        Rigidbody myRB;

        [SerializeField] InputAction JumpInput;

        [SerializeField] float jumpForce;

        private void OnEnable()
        {
            JumpInput.performed += Jump;
            JumpInput.Enable();
        }

        private void OnDisable()
        {
            JumpInput.performed -= Jump;
            JumpInput.Disable();
        }

        private void Start()
        {
            myRB = GetComponent<Rigidbody>();
        }

        private void Jump(InputAction.CallbackContext obj)
        {
            //Debug.Log("Jump");
            bool isGrounded = false;
            if (Physics.Raycast(transform.position, Vector3.down, transform.localScale.y/2 + .1f))
            {
                isGrounded = true;
            }
            if (!isGrounded)
                return;

            if (obj.ReadValue<float>() > 0)
            {
                myRB.AddForce(0, jumpForce, 0);
            }
        }
    }
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}