When using a Timeline node inside a Foreach Loop, I get some strange results.
I'm trying to move 100 pillars on only their Z axis' but when adding the Timeline node to the code and using a lerp to try and smoothly transition the pillars, it only affects one of the 100 Actors. Also, the animation of the one that does move looks very jittery as if it's being lerped 100 times itself.
Without the Timeline and Lerp nodes, I get the desired effect but without the smooth transitioning between the original Z position and the new random Z position.
Has anyone else had any issues whilst using a Timeline node inside a Foreach loop and if so, any solutions?
Thanks!
Code with Timeline and Lerp nodes - Not giving the desired effect
Screenshot of the 1 pillar that transitioned - Should be all of the pillars
Code without Timeline and Lerp nodes - Gives desired effect without the smooth lerp transition
Screenshot of the desired outcome - No smooth lerp transition when testing
Related
I'm trying to achieve an effect on single 2D sprites that is similar to those used on animes when characters are moving fast.
My start point was using the Tilling and Offset node on URP shader graphs to distort the sprite, i could change the tilling based on variables such as time but that didn't achieve the desired effect, the main problem with that node is that it distorts the whole sprite on the same amount, while the desired effect would be a distortion that varies along the height of the sprite.
Anyone got any insights on this?
Here's my reference point,
base sprite:
distorted (i would like a more detailed - less distorted effect but i hope you get the idea):
Edit 1: My current progress
I am getting started with Unity and am just trying to get my head around the units. What are these units? It seems they are their own 'quantity' and to treat 2 units as 2 times the value of 1 unit.
Anyway - I am trying to workout how to optimally calculate transforms to objects sit exactly where I want them to.
In my scene I have a terrain and a cylinder as so:
As you can see my cylinder is floating. I want the cylinder to sit perfectly on top of the terrain.
My terrain is at the following transform: 0,0,0 and scale 0,0,0 (not sure how to tell it's dimensions yet).
My cylinder is part of a new object, as so:
My FirstPersonPlayer is at transform: 85.9,2.165,51.8 and scale 1,1,1. My Cylinder is at 'localposition' 0,0,0 and local scale 1.2,1.8,1.2
Now - the transform of FirstPersonPlayer on the y axis appears to be what I need to correct.
Currently it is set to 2.165 and is floating a bit above the terrain.
Through manually shifting it, around 1.85 looks about right - but I want to know how to calculate that, rather than doing a finger in the air 'that looks about right'.
Can anyone help me? (Before you suggest using gravity etc , I actually am, but don't want the player falling as soon as they start, however slight that may look or feel.
Many thanks,
As per #Nikola Dimitroff the answer is:
You don't have to compute anything, hold Shift + Control and drag the object. Every game engine ever made calls this "Snap to Ground"
I appreciate and agree with the other comments.
An animated figure requires an Animator to have it show animation.
I am trying to create a batalion of soldiers walking in lockstep. Just creating 200 soldiers and moving them is easy, but each one has its own animator and is calculating the animation pose of the soldier in each frame - for each soldier.
But if they are all the same it would seem better to have one animator calculate the pose and use this shaped mesh for all of them.
Is there a way to have several gameobjects share one Animator, one Mesh, and one single copy of the resulting pose?
The screenshot attached shows that the 500 animators consume several milliseconds on 5 CPUs to do the animations...
I need to create 2 animations,
one is of an object going from point A to point B at a constant velocity.
the other is of an object starting from point A but with a gradually decreasing velocity as it reaches point B until it comes to a stop.
I tried decreasing the animation speed every second to achieve this result with no luck.
Any ideas?
As you may have noticed when you work with animation in Unity there is no such thing as changing the velocity of an object. What you need to do is give your object an Animator and create a new Animation.
Then on the animation timeline press the red dot (record button) and then place your object on point A.
Next, on the time line you want to select the exact second that you want your object to come to a stop and after that move the object on point B.
Now, the more seconds there are in between the 2 keys, the more time it's going to take for the object to travel.
To make it gradually slower instead of it just travelling slowly:
On the animation panel you will see 2 tabs. Dopesheet and Curves. Hit Curves and play around with them till you have a satisfing result.
Documentation on using Curves
I'm making a water simulation, and I'm trying to visualize the velocity field. In this demo I continuously add water in the centre of the image, where the blue 'raindrop' things are.
I have a texture where rg is the X and Y direction of the velocity, and ba is the total movement of water through it (ie: every step ba = ba + rg * delta_time).
I'm working in Unity Shader Graph.
I want to rotate a 'ripple' texture in the direction of the velocity, and then translate in that direction as well. To prevent the shader from jumping around when the velocity changes I thought of using the ba channels (which were previously unused) to keep like a total velocity like described above.
However, both the rotation (based on velocity alone), and the translation (based on the 'total velocity') work fine on their own. But when I sum them together it looks like the translation is also rotated. I'm not sure why this happens.
Here's what I do:
First part: rotating my water texture in the direction of the velocity, and that looks fine:
The shader itself looks like this:
So basically I discretize the uv (custom function on the right), get the angle of the velocity (using arctan2), and then rotate each discrete block using the Rotate block. This works as expected.
Second part: translating the texture based on the total velocity (in the ba channels), also works as expected:
The shader itself looks like this:
Again I used the discretized uv, now I translate each block based on the ba channels, which contain the total of the velocity (ba = ba + rg * delta_time each time step). As you can see this shows the textures flowing away from the centre (where water is added constantly). This is what I would expect to happen.
Now, when I combine them, it goes wrong:
The one I circled in red shows the problem the best (though all block seem to have it to some degree, depending on how much they were rotated). The arrow point to the bottom-right, which seems to be correct, however it flows to the top now.
The shader:
So here I add the rotated discrete block to the translation. But it looks like the translation part now also rotated, even though I add them together after the rotation block. So while the translation isn't rotated, it looks like it is.
Why is this happening? And how can I fix it.
I hope I explained it adequately, since it's not easy to show in just pictures and gifs.
Thanks!
So I fixed my problem by rather than storing the x and y of the offset in the b & a channels, to just storing the total distance moved in the b channel (thus b += length(rg)).
Then I'm using float2(0, b)` as the offset.
This is then also rotated for some reason and visually works as I wanted it.
However, I still don't really see why, sometimes I think I get it, and then I think some more and I don't any more.
So if anyone knows why this happens and can explain, I'm happy to accept that answer.
However, for now it is solved.