Hi, hoping you’re doing well : ). I’m making a networking test game. I have already done the controller for the players. Until now, I have added a ball, which is suppose to be a mobile obstacle, this ball has a script that defines its movement. In order to move, the ball has a list of Transforms (empty GameObjects) and a method that lerps the ball towards each Transform.
The ball in the editor looks like:
Original Post on Discord
by user 632418299711324161
The ObsMovement
script looks like :
export class ObsMovement extends Behaviour{
@serializable()
speed : number = 3;
@serializable(Array<GameObject>)
moveTargets !: Array<GameObject>
protected currentDestination !:GameObject;
protected destinationPosition !: Vector3;
protected currentPosition !:Vector3;
protected arrive : boolean = false;
//protected movementVector : Vector3 = new Vector3(0,0,0);
protected canMove :boolean = false;
onEnable(): void {
//this.gameObject.getComponent(SyncedTransform)?.requestOwnership();
}
start(): void {
this.currentPosition = getWorldPosition(this.gameObject);
this.currentDestination = this.moveTargets[0];
this.destinationPosition = getWorldPosition(this.currentDestination);
console.log("Current destination (Game Object) ",this.currentDestination);
console.log("Destination Position (Vector 3) ",this.destinationPosition);
console.log("Current Position (Vector 3) ",this.currentPosition);
}
update(): void {
if(this.context.input.getKeyDown()=="x"){
console.log("POINTER DOWN")
this.canMove = true;
}
if(this.canMove){
this.moveTowards();
}
}
moveTowards(){
if(!this.arrive){
this.currentPosition.lerp(this.destinationPosition, this.context.time.deltaTime*this.speed);
setWorldPosition(this.gameObject,this.currentPosition);
if(this.currentPosition.distanceTo(this.destinationPosition)<1){
//this.arrive = true;
}
}else{
// Set a new destination
}
}
setDestination(newDestination : GameObject){
this.currentPosition = getWorldPosition(this.gameObject);
this.currentDestination = newDestination;
this.destinationPosition = getWorldPosition(newDestination,);
}
}
by user 632418299711324161
Okey, now, here comes the weird thing.
When I´m in solo it works fine. (When I click “x” it lerps)
by user 632418299711324161

by user 632418299711324161
But when I add a second player, this happens
by user 632418299711324161

by user 632418299711324161
What is happening ? Why is the red ball following the players ?
by user 632418299711324161
This should be the destination of the ball :
by user 632418299711324161
Both ball and the D1 (a transform) are children from the object Enemy
by user 632418299711324161
Hi, the serializable for your moveTargets is not correct (it should not contain Array but instead just the Type GameObject)
@serializable(GameObject)
moveTargets !: Array<GameObject>
the problem might be related to getWorldPosition
and the vector3 being re-used under the hood. Try creating a copy of it like so:
this.currentPosition = getWorldPosition(this.gameObject).clone();
this.destinationPosition = getWorldPosition(this.currentDestination).clone();
Ok, thaks marcel
That works almost well. Just there is another issue, when I try to change the new destination (another GameObject from the array) it doesn´t work. I have two versions, one cloning the next GameObject and the other not :
by user 632418299711324161
This is the new script :
export class ObsMovement extends Behaviour{
@serializable()
speed : number = 5;
@serializable(GameObject)
moveTargets !: Array<GameObject>
protected currentDestination !:GameObject;
protected destinationIndex : number = 0;
protected destinationPosition !: Vector3;
protected currentPosition !:Vector3;
protected arrive : boolean = false;
//protected movementVector : Vector3 = new Vector3(0,0,0);
protected canMove :boolean = false;
onEnable(): void {
this.gameObject.getComponent(SyncedTransform)!.requestOwnership();
}
start(): void {
this.currentPosition = getWorldPosition(this.gameObject).clone();
this.currentDestination = this.moveTargets[this.destinationIndex];
this.destinationPosition = getWorldPosition(this.currentDestination).clone();
console.log("Current destination (Game Object) ",this.currentDestination);
console.log("Destination Position (Vector 3) ",this.destinationPosition);
console.log("Current Position (Vector 3) ",this.currentPosition);
}
update(): void {
if(this.context.input.getKeyDown()=="x"){
console.log("POINTER DOWN")
this.canMove = true;
}
if(this.canMove){
this.moveTowards();
}
}
by user 632418299711324161
setDestination(){
this.currentPosition = getWorldPosition(this.gameObject);
//this.currentDestination = newDestination.clone();
this.destinationPosition = getWorldPosition(this.currentDestination).clone();
}
getNextDestination(){
console.log("Current destination index", this.destinationIndex);
this.destinationIndex=(this.destinationIndex+1)%this.moveTargets.length;
console.log("New destination index",this.destinationIndex);
this.currentDestination = this.moveTargets[this.destinationIndex].clone();
}
}
by user 632418299711324161
Now, the problem is in the getNextDestination()
method just when I change the currentDestination
, It seems that there is an error when I use clone()
:
by user 632418299711324161
by user 632418299711324161
On the other hand, If I don´t use clone()
, the bahavior is the next :
by user 632418299711324161
by user 632418299711324161
Do you know whats happening? I know that is in the moment of re assing a new destination but I´m not sure why if is the same logic as the start()
method.
by user 632418299711324161