I'm pretty new to VR development with Unity, what I need to do is to grab a clockwork object and rotate it around its pivot by moving the right hand controller, like if I had to do that in real life
Here's the scenario:
Here's the code I'm using in Update:
public class Box1: MonoBehaviour {
public Transform rightHandTransf;
Vector3 handPosition;
void Update(){
Vector3 rhPos = rightHandTransf.position;
Quaternion rhRot = rightHandTransf.rotation;
// clockworkM Rotation
rhPos.z = clockworkM.transform.position.z - Camera.main.transform.position.z;
handPosition = Camera.main.WorldToScreenPoint(rhPos);
clockworkM.transform.rotation = Quaternion.LookRotation(Vector3.back, handPosition - clockworkM.transform.position);
}
}
What I get is that wherever I move the hand, the clockwork rotates just a little bit, and if I rotate the headset, the clockwork rotates based on my X axis rotation with my headset
Weird behavior, I have no idea what I'm doing wrong :(
Related
I'm currently trying to create a multiplayer game using mirror!
So far I've been successful in creating a lobby and set up a simple character model with a player locomotion script I've taken and learnt inside out from Sebastian Graves on YouTube (you may know him as the dark souls III tutorial guy)
This player locomotion script uses unity's package 'Input System' and is also dependent on using the camera's .forward and .right directions to determine where the player moves and rotates instead of using forces on the rigidbody. This means you actually need the camera free in the scene and unparented from the player.
Here is my HandleRotation() function for rotating my character (not the camera's rotation function):
private void HandleRotation()
{
// target direction is the way we want our player to rotate and move // setting it to 0
Vector3 targetDirection = Vector3.zero;
targetDirection = cameraManager.cameraTransform.forward * inputHandler.verticalInput;
targetDirection += cameraManager.cameraTransform.right * inputHandler.horizontalInput;
targetDirection.Normalize();
targetDirection.y = 0;
if (targetDirection == Vector3.zero)
{
// keep our rotation facing the way we stopped
targetDirection = transform.forward;
}
// Quaternion's are used to calculate rotations
// Look towards our target direction
Quaternion targetRotation = Quaternion.LookRotation(targetDirection);
// Slerp = rotation between current rotation and target rotation by the speed you want to rotate * constant time regardless of framerates
Quaternion playerRotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
transform.rotation = playerRotation;
}
It's also worth mentioning I'm not using cinemachine however I'm open to learning cinemachine as it may be beneficial in the future.
However, from what I've learnt and managed to find about mirror is that you have to parent the Main Camera under your player object's prefab so that when multiple people load in, multiple camera's are created. This has to happen on a Start() function or similar like OnStartLocalPlayer().
public override void OnStartLocalPlayer()
{
if (mainCam != null)
{
// configure and make camera a child of player
mainCam.orthographic = false;
mainCam.transform.SetParent(cameraPivotTransform);
mainCam.transform.localPosition = new Vector3(0f, 0f, -3f);
mainCam.transform.localEulerAngles = new Vector3(0f, 0f, 0f);
cameraTransform = GetComponentInChildren<Camera>().transform;
defaultPosition = cameraTransform.localPosition.z;
}
}
But of course, that means that the camera is no longer independent to the player and so what ends up happening is the camera rotates when the player rotates.
E.g. if I'm in game and looking to the right of my player model and then press 'w' to walk in the direction the camera is facing, my camera will spin with the player keeping the same rotation while my player spins in order to try and walk in the direction the camera is facing.
What my question here would be: Is there a way to create a system using mirror that doesn't require the camera to be parented to the player object prefab on start, and INSTEAD works by keeping it independent in the scene?
(I understand that using forces on a rigidbody is another method of creating a player locomotion script however I would like to avoid that if possible)
If anybody can help that would be greatly appreciated, Thank You! =]
With the constraint of your camera being attached to the player you will have to adapt the camera logic. What you can do is instantiate a proxy transform for the camera and copy that transforms properties to your camera, globally, every frame. The parent constraint component might do this for you. Then do all your transformations on that proxy.
Camera script with instantiation:
Transform proxy;
void Start(){
proxy = (new GameObject()).transform;
}
void Update(){
//transformations on proxy
transform.position = proxy.position;
transform.rotation = proxy.rotation;
}
I have a ball which we can throw here and there in my game. I want my cinemachine vcam to move only in the x direction with the ball. And just look up to the ball while its in air. I don't want the camera to move in y direction along it too.
I have set the look at and follow fields to the ball only. All i want it the camera to not follow the ball in y. (Basically, follow the ball in x, and keep looking at it in the air)
How can I achieve this is the most trivial and beautiful way possible? (open to scripts, but the lesser code the better)
as i've just tested, You can write a script that attaches to your camera, where you create a new vector3 with the x of your ball, and the frozen Y values that you want here's an exemple:
public class CameraController : MonoBehaviour
{
//Assign your ball in the inspector
public Transform target;
// Update is called once per frame
void Update()
{
//Here i assumed that you want to change the X
Vector3 newCamPosition = new Vector3(target.position.x, yourValue, yourValue);
gameObject.transform.position = newCamPosition;
}
}
Hope It helped <3
I'm building a game, same as the games where rockets follows a plane to destroy it. I have a problem at the rocket. It is 3D and when the game start the rocket is rotating 90 degrees and I don't understand why, and how could be fixed.
I tried to use constrains from rigidbody, in inspector, but those didn't worked.
this is the script that controls the rocket.
public class Move_missle_lookAt : MonoBehaviour
{
public Transform mTarget;
public float mSpeed ;
const float EPSILON = 0.1f;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
transform.LookAt(mTarget.position);
if ((transform.position - mTarget.position).magnitude > EPSILON)
transform.Translate(0.0f, 0.0f, mSpeed * Time.deltaTime);
}
}
It's possible that your model is oriented incorrectly to start with. So, althought it appears to be rotated, it's actually in its native orientation.
After you call LookAt(), rotate the transform by 90° to compensate.
My 3d ball was moving continuously in the forward direction so I want to give X-rotation for this plus game player was dragging ball horizontally on the screen so for this horizontal movement, I want to give Z-rotation.
To achieve my desire, the result I have made ball parent and child game objects, where parent game object only contains collider and rigidbody and this will do the actual physical movement.
Another side, child game object only contains mesh renderer, this will do desire rotation.
Following image gives you more idea about my structure:
Ball Parent:
Ball Child:
For giving rotation to ball mesh as like parent physics ball, I have written this code:
public class BallMeshRolling : MonoBehaviour
{
private Vector3 ballLastPosition;
void Start ()
{
ballLastPosition = transform.parent.position;
}
void Update ()
{
//implementation-1
//float speed = Vector3.Distance (transform.parent.position, ballLastPosition) * 30f;
//transform.RotateAround (transform.position, Vector3.right, speed);
//implementation-2
//Vector3 differenceInPosition = (transform.parent.position - ballLastPosition).normalized;
//transform.Rotate (differenceInPosition * 10f);
//implementation-3
Vector3 differenceInPosition = (transform.parent.position - ballLastPosition).normalized * 50f;
Quaternion rotation = Quaternion.LookRotation(differenceInPosition);
transform.rotation = rotation;
ballLastPosition = transform.parent.position;
}
}
But none of the above ways working properly, so I expect some other better suggestions from your side.
EDIT: Overall I am trying to achieve something like this:
Catch up - Ketchapp - Highscore 1274
There is a tutorial series from Unity about rolling and moving a 3d ball that can help you to figure out the basics for your problem. Wish it could help.
Roll-a-ball tutorial in Unity Tutorials
I am very new to Unity and just got done yesterday following the Roller Ball example on the learn page here at Unity3d.
To practice what I have learned I wanted to try and recreate something similar using my own art and making the game different. I have been playing around with Voxel Art and I am using MagicaVoxel to create my assests. I created the walls, the ground etc.. and all is well.
Then came the player object, the sphere. I created one as close to a sphere as possible with magicaVoxel and it rolls fine. However, when using a script to have the camera follow the object it runs into issues.
If I don't constrain the Y axis then I will get bouncing and as far as the x and z axis I get kind of a Flat Tire effect. Basically the camera doesn't follow smoothly it bounces around, stop go etc...
I have tried making the collider larger then the sphere and even using the position of the collider vs the object itself. I have also tried putting the code in Update / FixedUpdate / LateUpdate. What is the proper way to fix or address something like this? Here is my scripts below:
Camera Controller:
public class CamController : MonoBehaviour {
public GameObject player;
private Vector3 offset;
void Start ()
{
// Get the distance between the player ball and camera.
offset = this.transform.position - player.transform.position;
}
void LateUpdate ()
{
this.transform.position = player.transform.position + offset;
}
}
Player Controller:
public class PlayerController : MonoBehaviour {
public float _speed;
void FixedUpdate()
{
// Get input from keyboard.
float _hoz = Input.GetAxis("Horizontal");
float _ver = Input.GetAxis("Vertical");
// Create a vector3 based on input from keyboard.
Vector3 _move = new Vector3(_hoz, 0.0f, _ver);
// Apply force to the voxel ball
this.GetComponent<Rigidbody>().AddForce(_move * _speed);
}
}
Thanks for any help in advance.
You can use the SmoothFollow Script of Unity it self for getting smooth follow of camera.
Here are the steps how you can get the script:
1) Assets->Import Package->Scripts.
2) At the dialog that appears select all the scripts, or just the smooth follow one and hit Import button.
3) Now this script is in your project, and you can attach it to the camera.
Hope this will help you...
Best,
Hardik.