{"id":8305,"date":"2019-03-22T22:13:48","date_gmt":"2019-03-22T20:13:48","guid":{"rendered":"https:\/\/www.espai.es\/blog\/?p=8305"},"modified":"2019-04-01T20:47:44","modified_gmt":"2019-04-01T18:47:44","slug":"unity3d-como-hacer-saltos-no-solapados-con-nuestro-player","status":"publish","type":"post","link":"https:\/\/www.espai.es\/blog\/2019\/03\/unity3d-como-hacer-saltos-no-solapados-con-nuestro-player\/","title":{"rendered":"Unity3D. Como hacer saltos no solapados con nuestro Player"},"content":{"rendered":"<p>Una problem\u00e1tica bastante habitual en Unity es tener dos o tres alternativas para resolver una situaci\u00f3n.\u00a0Pero la experiencia dice que en Unity normalmente s\u00f3lo hay una soluci\u00f3n buena, que funcione correctamente y adem\u00e1s acostumbra a ser la m\u00e1s imaginativa. El resto de alternativas generalmente no acaban de funcionar.<\/p>\n<p>Vamos a poner un ejemplo con la siguiente escena de partida:<\/p>\n<p><a href=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/1.png\" rel=\"attachment wp-att-8306\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-8306 size-full aligncenter\" src=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/1.png\" alt=\"\" width=\"740\" height=\"441\" srcset=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/1.png 740w, https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/1-300x179.png 300w, https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/1-700x417.png 700w\" sizes=\"auto, (max-width: 740px) 100vw, 740px\" \/><\/a><\/p>\n<p>La escena anterior est\u00e1 formada por nuestro Player (un cilindro) y dos plataformas con forma c\u00fabica, situadas en diferentes niveles. Lo que se pretende es que al apretar la tecla Space nuestro Player salte y se instale encima de la plataforma1. Al volver al apretar la tecla Space, queremos que el Player se ubique encima de la plataforma2.<\/p>\n<p>Nuestro Player tiene 3 elementos a destacar:<\/p>\n<ul>\n<li>Un componente Rigidbody, con Use Gravity activado.<\/li>\n<\/ul>\n<p><a href=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/5.png\" rel=\"attachment wp-att-8311\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-8311 size-full aligncenter\" src=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/5.png\" alt=\"\" width=\"450\" height=\"649\" srcset=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/5.png 450w, https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/5-208x300.png 208w\" sizes=\"auto, (max-width: 450px) 100vw, 450px\" \/><\/a><\/p>\n<ul>\n<li>Un script que le dota de movimiento en los ejes X y Z seg\u00fan el toque de las teclas de direcci\u00f3n: Arriba, abajo, derecha e izquierda<\/li>\n<\/ul>\n<p><a href=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/2-1.png\" rel=\"attachment wp-att-8310\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-8310 size-full aligncenter\" src=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/2-1.png\" alt=\"\" width=\"588\" height=\"441\" srcset=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/2-1.png 588w, https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/2-1-300x225.png 300w\" sizes=\"auto, (max-width: 588px) 100vw, 588px\" \/><\/a><\/p>\n<ul>\n<li>Un script que al pulsar la tecla Espacio hace que el player pegue un salto hacia arriba (eje Y).<\/li>\n<\/ul>\n<p><a href=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/3.png\" rel=\"attachment wp-att-8308\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-8308 size-full aligncenter\" src=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/3.png\" alt=\"\" width=\"409\" height=\"420\" srcset=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/3.png 409w, https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/3-292x300.png 292w\" sizes=\"auto, (max-width: 409px) 100vw, 409px\" \/><\/a><\/p>\n<p>La combinaci\u00f3n de los dos scripts nos permiten que al apretar la tecla Space y moviendo adecuadamente las teclas de direcci\u00f3n, nuestro Player pueda posarse sobre una de las plataformas:<\/p>\n<p><a href=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/6.png\" rel=\"attachment wp-att-8315\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-8315 size-full aligncenter\" src=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/6.png\" alt=\"\" width=\"638\" height=\"531\" srcset=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/6.png 638w, https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/6-300x250.png 300w\" sizes=\"auto, (max-width: 638px) 100vw, 638px\" \/><\/a><\/p>\n<p>El problema de este c\u00f3digo es que los AddForce se pueden ir solapando en caso de que se apriete la tecla Space de forma compulsiva, y hacer que nuestro Player se eleve de forma desproporcionada hacia el cielo sin ning\u00fan control.<\/p>\n<p><a href=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/4.png\" rel=\"attachment wp-att-8309\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-8309 size-full aligncenter\" src=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/4.png\" alt=\"\" width=\"543\" height=\"601\" srcset=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/4.png 543w, https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/4-271x300.png 271w\" sizes=\"auto, (max-width: 543px) 100vw, 543px\" \/><\/a><\/p>\n<p>&nbsp;<\/p>\n<p>En este momento nos podemos preguntar sobre las alternativas para impedir que nuestro Player se eleve de forma infinita si se hace un uso desproporcionado de la tecla Space. Podemos pensar en esperar 2 segundos dentro de la funci\u00f3n Jump, para que el sistema deje que el Player se aposente encima de la plataforma1, despu\u00e9s del impulso. Pero esta opci\u00f3n no acaba de funcionar.<\/p>\n<p>La mejor alternativa para evitar solapamientos entre diversas llamadas a la funci\u00f3n Jump es utilizar un sem\u00e1foro con una variable booleana. El sistema s\u00f3lo permitir\u00e1 el salto si una determinada variable booleana es cierta. Y cuando se salte esta variable se pondr\u00e1 a falsa. La cuesti\u00f3n es que situaci\u00f3n o evento volver\u00e1 a poner esa variable a true. La respuesta es cuando el player impacte de nuevo con el suelo y se quede aposentado en tierra. Esto se consigue mediante el evento OnCollisionEnter:<\/p>\n<p><a href=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/7.png\" rel=\"attachment wp-att-8317\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-8317 size-full\" src=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/7.png\" alt=\"\" width=\"519\" height=\"594\" srcset=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/7.png 519w, https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/7-262x300.png 262w\" sizes=\"auto, (max-width: 519px) 100vw, 519px\" \/><\/a><\/p>\n<p>S\u00f3lo hace falta para que todo funcione correctamente que todos los gameobjects tipo plataforma, lleven el mismo tag &#8216;Ground&#8217;. De esta forma cada vez que impacta el Player con el suelo, la variable booleana se pone a cierta y vuelve a permitir el nuevo salto del Player:<\/p>\n<p><a href=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/8.png\" rel=\"attachment wp-att-8318\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-8318 size-full aligncenter\" src=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/8.png\" alt=\"\" width=\"322\" height=\"442\" srcset=\"https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/8.png 322w, https:\/\/www.espai.es\/blog\/wp-content\/uploads\/2019\/03\/8-219x300.png 219w\" sizes=\"auto, (max-width: 322px) 100vw, 322px\" \/><\/a><\/p>\n<p>Y nada m\u00e1s. Espero que este art\u00edculo os haya resultado interesante.\u00a0 Un saludo y hasta la pr\u00f3xima!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Una problem\u00e1tica bastante habitual en Unity es tener dos o tres alternativas para resolver una situaci\u00f3n.\u00a0Pero la experiencia dice que en Unity normalmente s\u00f3lo hay una soluci\u00f3n buena, que funcione correctamente y adem\u00e1s acostumbra a ser la m\u00e1s imaginativa. El resto de alternativas generalmente no&#8230;<\/p>\n","protected":false},"author":18,"featured_media":8353,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_ef_editorial_meta_date_first-draft-date":"","_ef_editorial_meta_paragraph_assignment":"","_ef_editorial_meta_checkbox_needs-photo":"","_ef_editorial_meta_number_word-count":"","_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[6,5],"tags":[608,680,322],"class_list":["post-8305","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-animacion-3d","category-programacion","tag-gameobject","tag-oncollisionenter","tag-unity"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.1.1 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Unity3D. 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