Weird results with Transform.TransformDirection() - unity3d

I'm using portal.TransformDirection() to simulate how the object the code is attached to would rotate if it were a child of the portal object without actually being its child.
This is the code and it works kind of but not really. Only if I rotate the portal Object around the Y axis. It still does something when I rotate around the other axes but not what I'm expecting.
I didn't find anyone else who had this problem so I thought I might ask.
I have a short video that demonstrates how it rotates (https://youtu.be/dfvr4IrA2SU) and here is the code on the object that should rotate with the portal object:
using UnityEngine;
[ExecuteInEditMode]
public class PortalArrow : MonoBehaviour
{
[SerializeField] Transform portal;
[SerializeField] Vector3 eulerRotation;
void LateUpdate()
{
transform.position = portal.position;
transform.eulerAngles = portal.TransformDirection(eulerRotation);
}
}
The variable eulerRotation is just a constant Vector3. nothing special about it.

eulerAngles are no direction and it makes no sense to treat them like one.
The fact that it is also stored as a Vector3 is a pure convinience.
would rotate if it were a child of the portal object without actually being its child.
It sounds like you rather simply want
transform.rotation = portal.rotation;

Related

(Unity) Is there a way to animate Line Renderer without code?

I'm prototyping a 2D space shooter, and i wanted a secondary special attack that creates a laser, completely kinematic, coming out of the ship's front. I've done the laser using Line Renderer and the Bloom Post Processing effect.
So I was wondering if it is possible to animate the line renderer on the animator.
I've tried to do it but it seems that the animator, as far as I can see on my Unity 2019.2.17f1 version, that it only appears to allow animations for the Line Renderer's material-related stuff, not related to the position array (curve), aside from the Width multiplier property, which I also need but isnt sufficient for the animation
Maybe I'm missing a name but it seems that you cant really modify the parameters if it's not via code.
Any ideas?
I'm not sure if or why it is not possible but most probably it is due to the fact that it is an array unlike all the properties you usually animate which are single values.
What you could do though if it is only supposed to animate e.g. the end point have a component like e.g.
public class LaserController : MonoBehaviour
{
public LineRenderer line;
public bool enableLaser;
public Vector3 endPoint;
private void LateUpdate ()
{
line.enabled = enableLaser;
line.SetPosition(1, endpoint);
}
}
And simply animate the fields of that one.
The answer is there isnt, and i switched to particle system for a more simple use.

How to detect a potential collision in Unity?

I have a Unity game I am working on as a hobby and have come across an interesting issue with how to best handle collision detection. My problem here is that my game is a 2D turn-based game, whereby a game object can move a fixed distance each time in a non-grid based world space. I have my game objects currently using BoxCollider2D to handle collision detection, but I need to be able to determine if there will be a collision BEFORE actually making a move, which right now causes the game object to overlap another game object and fire the OnCollisionEnter2D event. The eventual idea here is to allow a player to plan out a move and have a "navigation guide" appear next to the object to show move options based on the game object's move capabilities.
Is it possible to take my game object's collider, transform its position to move or rotate it, see if a collision would occur, but NOT actually move the object itself?
You mean like simply using Rigidbody.SweepTest ? ;)
Tests if a rigidbody would collide with anything, if it was moved through the Scene.
From the example
public class ExampleClass : MonoBehaviour
{
public float collisionCheckDistance;
public bool aboutToCollide;
public float distanceToCollision;
public Rigidbody rb;
void Start()
{
rb = GetComponent<Rigidbody>();
}
void Update()
{
RaycastHit hit;
if (rb.SweepTest(transform.forward, out hit, collisionCheckDistance))
{
aboutToCollide = true;
distanceToCollision = hit.distance;
}
}
}
Oh just noted that actually this is only for 3D Rigidbody.
For 2D this doesn't exist but can be kind of replicated using instead Collider2D.Cast
Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.

Unity 3D - Collisions

I have a problem with physics. It is my first time doing in 3D, so it may be just a beginner mistake.
I just wanted to create a simple player controller and make it so that it can not pass trough cubes.
The problem is that when going straight into the cube, part of the player is in the cube itself. When stop moving, it pushes me, so they are not intersecting (that makes sense).
I tried moving the player using .Transalte, .MovePosition and by changing the velocity of rigidbody itself. None of it change anything. The player can always move a part of him into the cube.
Any ideas how to solve this?
My player controller:
(The 2 lines commented out in Move() are just other ways to move the player.)
using UnityEngine;
public class PlayerController : MonoBehaviour
{
[SerializeField]
private float movementSpeed;
private Vector3 input;
private void Update()
{
GetInput();
}
private void FixedUpdate()
{
Move();
}
private void GetInput()
{
float inputHorizontal = Input.GetAxisRaw("Horizontal");
float intputVertical = Input.GetAxisRaw("Vertical");
input = Vector3.ClampMagnitude(new Vector3(inputHorizontal, 0, intputVertical), 1);
}
private void Move()
{
GetComponent<Rigidbody>().velocity += input * movementSpeed;
//GetComponent<Rigidbody>().MovePosition(GetComponent<Rigidbody>().position + input * movementSpeed * Time.deltaTime);
//transform.Translate(input * movementSpeed * Time.deltaTime, Space.World);
}
}
Player is standing still
Player is moving towards cube
Settings of the Game Objects itself
Now I think I understand your problem.
The collider is a geometric shape that is checked but the outcome wont take place until the collision has actually taken place, this means, one geometric shape being inside the other. By this I mean, that what you are experiencing is the normal behaviour of the collision. If both elemnts are rigid bodies, both will move and your problem wont be perceivable, but if your cube is not a rigid body or is kinematic, will stand still in the same position, and depending on the other object speed, its normal that an invasion/superposition of the elements is perceivable, because that is the frame were the collision took place, and were your element needs to be moved back because it has collided.
Consider that if the speed is high enough, and the position from one frame to another varies enough, the collision might not even take place, because the geometric parts do not interfere between frames, as the position variation might be bigger than the bounds of the collider itself. The collision check at the end of the day, is dicrete, and not continuous (even you can set it as continuous to be as frecuent as possible).
To solve or improve that, you can adjust the speeds to avoid that being perceivable + adjust your collider to make it react before the graphic superposition occurs. This means making the capsule or the cube collider bigger than the graphic element itself. You can even calculate , to make it as bigger as much as your your speed * Time.deltaTime result or speed * FixedTimeStep result, depending on your safety distance needs. I think one of those should be the safety distance you need to take into account before the graphic collision occurs.
Another thing you can do is tight more the times physics calculations are done.
https://docs.unity3d.com/Manual/class-TimeManager.html
But need to be careful with this as this can be a performance devourer and need to be handled with care. You can make some trials with that and check your problem can improve.
Hope that helps
You can increase the scale of your player's collider from the Collider component attached to it. You can check how big the collider is from the editor scene view.
Edit: The issue might be that your movement or collision code is called in Update instead of FixedUpdate. When working with rigidbodies, you want to call the physics calculations inside FixedUpdate.
remove rigidbody from the cube, you can click on 'Gizmos' in the top right of the editor and make sure the colliders are at the edges of the objects.

Getting Rope To 'Swing'

I have bunch of Cylinders connected with Hinge joints, as per a youtube tutorial. Now the hinge joints move when an ExplosionForce is applied to them, but I want them to 'swing' back and forth when they are moved via the animation.
So I have the top Cylinder's RigiedBody set to Kinematic, and I animate that along the X axis to the right. Then it stops abruptly, and i want the bottom or the rest of the 'rope' to swing a bit further to the right then back again like a rope would. Ultimately I want to attach a spotlight to this rope and light up my scene. But I can't get the rope to swing, it just stays static.
I've exported the scene as a package, you can download it here:
https://www.pastefile.com/Up59SO
Here is an animation of the rope not swinging:
Please help. This is really annoying and I cannt see why it shouldnt be working!
Firstly make sure all rigidbodies are in the root of the scene; not parented to anything. Secondly, you have to use physics forces to get the elements to swing. However, you can't apply forces to kinematic objects. So what I would advise is instead of setting the root of the rope as kinematic to freezing its position on the Y axis.
public class Movement : MonoBehaviour
{
[SerializeField] Rigidbody rigidbody;
[SerializeField] float power = 25;
[SerializeField] float speed = 5;
void FixedUpdate()
{
rigidbody.AddForce(Vector3.right * Mathf.Cos(Time.time * speed) * power);
}
}
Maybe something like this could help, https://answers.unity.com/questions/1244519/how-to-randomly-set-the-direction-of-an-object-and.html?_ga=2.69603664.1732232616.1585344454-527098876.1571345094
Try thinking of it like wind.

Unity - Inconsistant speed of object following raycast2D

So im creating a simple game and one component of the game is a greendot following the outside of the level. I got this working using a raycast in the middle which rotates and gives the position of collision the the gameobject.
game overview
The problem is that the speed is inconsistant at the moment since the distance between two collisions can be further distance if i have a slope. I also have the feeling that there should be a easier way to get the same result. What are your thoughts?
public class FollowPath : MonoBehaviour {
Vector3 collisionPos;
public GameObject greenDot;
void Update ()
{
RaycastHit2D hit = Physics2D.Raycast(transform.position, transform.up);
transform.Rotate(0.0f, 0.0f, 3);
if (hit.collider != null)
{
collisionPos = hit.point;
}
greenDot.transform.position = collisionPos;
}
}
I'm not sure if you will like this answer, as it suggests a complete departure from the way you were trying to do it.
A simple way to do this, would be to give your moving dot GameObject a Rigidbody2D component, AND a CircleCollider component.
Then, make your walls, and add to each an EdgeCollider component.
You'll probably also want to add a PhysicsMaterial2d to each GameObject with a Collider and set the friction and bounciness values for each.
Once this is setup, you can apply an initial force to the rigid body ball to get it moving, and it will bounce off the walls just like a ball does, using the Unity physics engine. No code would be needed in you update functions.