With the help from people here (and the Unity forum) I am almost happy with the build i am making.
This build is showing a Booster Pump, used for boosting waterpressure for industrial cleaning.
So far i can zoom, rotate, Pan and press keys 1-3 to show/hide internal parts.
I would like to make the internal parts MOVE out to position on keypress, instead of just appearing in position (like they do now - 1st. image), so I have this movement script.
But when i rotate/move the Booster Pump, the it does not look right (2nd image).
The moved part is not following the main part of the Booster Pump.
From what I gather it have to do with local or world space, but I dont know which and how to implement it?
enter image description here
enter image description here
{
Vector3 EndPos;
Vector3 StartPos;
private float distPos;
public float MovSpeed;
private float direction = 0f; // The direction of travel
public float maxDistance = 2f; // The maximum move distance
void Start()
{
StartPos = transform.position;
EndPos = StartPos + Vector3.back * maxDistance;
}
void Update()
{
if (Input.GetKey(KeyCode.Space) && distPos == 1f)
direction = -1f;
if (Input.GetKey(KeyCode.Space) && distPos == 0f)
direction = 1f;
distPos = Mathf.Clamp01(distPos + (Time.deltaTime * MovSpeed * direction));
if (distPos == 0f || distPos == 1f) direction = 0f;
transform.position = Vector3.Lerp(StartPos, EndPos, distPos);
}
If the internal parts are child objects of the parent, and you want them to move around independently while also continuing to rotate and move with their parent, you should change their localPositions. By changing local position instead of world, you are telling them to move that distance away from their initial positions, relative to the center of their parent - no matter where the parent is or how it's rotated at the time.
Try changing
StartPos = transform.position;
to
StartPos = transform.localPosition;
and then change
transform.position = Vector3.Lerp(StartPos, EndPos, distPos);
to
transform.localPosition = Vector3.Lerp(StartPos, EndPos, distPos);
Related
I almost created game but there is one thing which is hard for me. I want to move player to target and some more.
The red dot is the goal, but I want to move the player to the goal and a little further.
P.S
If the player goes to the right then I want him to reach the goal and a little further to the right
same to the left, top, bottom
Look Attachment: https://imgur.com/a/RF0xIQq
Red dot is a target but i want player move to target and else more on the facing side (green dot)
i tried something like move forward but i dont have any idea.
void Start()
{
}
void Update()
{
target = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>();
transform.position = Vector2.MoveTowards(transform.position, target.position, (speed * Time.deltaTime));
}
//Mob have "Player" TAG (Player is not a player) |Targeting is fine|
You could add an offset value
// ajdust this in the inspector
public float offset = 0.1f;
and than add it to the position in the direction from the player to the target. As Foggzie mentioned this might not be a copy-past-able code yet since there might occure some hickups. To atleast prevent that the player turn around after overshooting the target and move back and forth you could use a setter method to get the direction only once:
public float offset;
public float threshold = 0.0001f;
public float speed;
private GameObject target;
private Vector3 direction;
private Vector3 targetPosition;
public void SetTarget(GameObject newTarget)
{
target = newTarget;
// adding the offset in that direction
targetPosition = target.transform.position + direction * offset;
// direction from the player to the target
direction = (target.transform.position - transform.position).normalized;
}
private void Update()
{
if (!target) return;
// make Player overshoot the target by offset
transform.position = Vector2.MoveTowards(transform.position, targetPosition, (speed * Time.deltaTime));
// stop if target is reached
if (Vector3.Distance(transform.position, targetPosition) <= threshold)
{
target = null;
}
}
I don't know when and how you change the target so currently it doesn't limit the player movement to only X and Y like in your pictures ... but you would than do e.g.
// Note that 'transform' is a built-in property of 'GameObject' and you shouldn't use `GetComponent` for it
SetTarget(GameObject.FindGameObjectWithTag("Player").transform);
First of all thank you for your time. I'm quite new in this so I'm struggling a bit. I'm trying to make a drag and release shooter which doesn't really depend on colliders or raycasts but solely depends on mouse delta and camera position. The way I'm trying to have it done is I'm mapping mouse position (x,y) to velocity direction such as new Vector3(mouseX, 0f, mouseY) then rotating it about Y axis to match the visual drag on the screen.
void OnMouseUp()
{
releasePos = Input.mousePosition;
Vector2 m_direction = releasePos - initialPos;
Vector3 direction = new Vector3(m_direction.x, 0, m_direction.y);
float userDrag = Mathf.Clamp(direction.magnitude, 0f, maxVelocity);
direction = Translation(direction);
direction = Vector3.Normalize(direction);
rigidbody.velocity = (direction * userDrag) * force;
}
private Vector3 Translation(Vector3 direction)
{
Vector3 camPos = Camera.main.transform.position;
camPos.y = 0;
float angle = Vector3.Angle(new Vector3(0f, 0f, 1f), camPos);
Quaternion translatedAngle = Quaternion.AngleAxis(angle, Vector3.up);
direction = translatedAngle * direction;
But as the angle changes it kinda fails to deliver what I'm asking for. Is there a way I can avoid bunch of if, else statements for the angle value or a shorter way of doing this?
Example
OnMouseUp is fundamentally a collider method.
Meaning, the mouse MUST be over the GameObject's collider for the GameObject this code is attached to. If you want to move away from using colliders, then you need to move away from this method.
The generic works-anywhere way of saying "is the mouse button up or down?" is the static methods available in the Input class:
Input.GetMouseButtonDown() True on the single frame after the mouse button is depressed
Input.GetMouseButtonUp() True on the single frame after the mouse button is released
Input.GetMouseButton() True any frame the mouse button is depressed (otherwise false)
So I think I have a solution finally and I thought I'd share it for people who might be interested.
The challenge was to rotate mouse delta's direction according to camera position so it gives a natural vibe to the player when dragging and releasing the ball for putting. I did some tests to see where my code had problems rotating delta direction properly(so it matches the screen) and realized when I'm "looking from" (0,0,1) for comparison while the camera's x position is positive it works fine. But when x is negative it doesn't because Vector3.Angle doesn't return a negative value as far as I'm concerned so I just multiplied the result with minus. Seems to work.
Here is the final code:
private void Start()
{
rigidbody = GetComponent<Rigidbody>();
}
void OnMouseDown()
{
ballPos = Input.mousePosition;
}
void OnMouseUp()
{
Vector2 m_direction = Input.mousePosition - ballPos;
Vector3 direction = new Vector3(m_direction.x, 0, m_direction.y);
float userDrag = Mathf.Clamp(direction.magnitude, 0f, maxVelocity);
direction = Translation(direction);
direction = Vector3.Normalize(direction);
rigidbody.velocity = (direction * userDrag) * force;
}
private Vector3 Translation(Vector3 direction)
{
float angle = GetAngle();
Quaternion translatedAngle = Quaternion.AngleAxis(angle, Vector3.up);
direction = translatedAngle * direction;
return direction;
}
private float GetAngle()
{
Vector3 camPos = Camera.main.transform.position;
camPos.y = 0;
if (camPos.x > 0)
{
angle = Vector3.Angle(Vector3.forward, camPos);
}
else if (camPos.x <0)
{ angle = -Vector3.Angle(Vector3.forward, camPos); }
return angle;
}
please do share if you have suggestions regarding the code.
I have two GameObjects with a box collider. One is the player, moved with a fixed velocity towards the other. The collision stops the player (the Poo character ;D)
But they overlap, you can see it here:
I don't know why this is happening. Colliding with the top or bottom works just fine...The same effect happens from the left side. The green block has just a collider, no RigidBody.
Gif:
Another Gif, with MovePosition() ... Colliding fromt the top works, but "reentering" stops the character. Why?!:
GIF, moving up and down is okay, left and right at the top of the blocks slows him down. Weird...
Movement Script:
public class PlayerController : MonoBehaviour
{
public float Speed = 10f;
private Rigidbody2D rb2D;
private Vector2 DirectionLeft;
private Vector2 DirectionRight;
private Vector2 DirectionUp;
private Vector2 DirectionDown;
private Vector2 CurrentDirection;
// Use this for initialization
void Start()
{
rb2D = GetComponent<Rigidbody2D>();
DirectionLeft = new Vector2(Speed*-1, 0);
DirectionRight = new Vector2(Speed, 0);
DirectionUp = new Vector2(0, Speed * -1);
DirectionDown = new Vector2(0, Speed);
CurrentDirection = DirectionLeft;
}
void SetAnimationDirection()
{
Vector3 scale = transform.localScale;
if (CurrentDirection == DirectionLeft)
scale.x = 1;
else
scale.x = -1;
transform.localScale = scale;
}
void FixedUpdate()
{
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
if (moveHorizontal > 0)
CurrentDirection = DirectionRight;
if (moveHorizontal < 0)
CurrentDirection = DirectionLeft;
if (moveVertical < 0)
CurrentDirection = DirectionUp;
if (moveVertical > 0)
CurrentDirection = DirectionDown;
Debug.Log(CurrentDirection);
SetAnimationDirection();
rb2D.velocity = CurrentDirection;
}
The solution to the first problem (overlapping):
I used transform.localScale = scale to change the direction of the sprite on every FixedUpdate() and also forgot to update the factor of the scale, since I added a new extension, which resized my object by 1 more Unity unit.
The other problem (getting stuck at the edge) is solved adding setting the Edge Radius of the Collider 2D to something below 1.0f (e.g 0.09f) and also resize the bounding box. This will prevent the object from getting stuck at the edges, because the bounding box edges are now rounded.
Im thinking about it two days. I still did not made any progress.
I wonder how to do that objects fly away from mouse click position in 2D view?
I tried like that:
pos = Input.mousePosition;
Vector3 realWorldPos = Camera.main.ScreenToViewportPoint(pos);
print("MOuse pos: " + realWorldPos);
//print(realWorldPos);
Vector3 velo = GetComponent<Rigidbody2D>().velocity;
if (realWorldPos.x < 0.5)
{
velo = new Vector3((realWorldPos.x * speed), velo.y);
}
else if(realWorldPos.x > 0.5)
{
velo = new Vector3((realWorldPos.x * speed) * (-1), velo.y);
}
if (realWorldPos.y < 0.5)
{
velo = new Vector3(velo.x, realWorldPos.y * speed);
}
else if (realWorldPos.y > 0.5)
{
velo = new Vector3(velo.x, (realWorldPos.y * speed) * (-1));
}
GetComponent<Rigidbody2D>().velocity = velo;
But it doesnt work as I want.
Is it possible to do this?
For this to work your Rigidbody2D must have Gravity Scale set to 0.
This is a simple test code that works for me, is placed on a sprite object:
public class PushPlayer : MonoBehaviour
{
public float pushPower = 50.0f;
Rigidbody2D rb;
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
void Update()
{
if(Input.GetMouseButtonDown(0))
{
Vector3 dir = transform.position - Camera.main.ScreenToWorldPoint(Input.mousePosition);
dir = dir.normalized;
rb.AddForce(dir * pushPower, ForceMode2D.Force);
// as alternative:
rb.velocity = dir * pushPower;
}
}
}
You need to adjust the values a bit, also in the regidbody (like drag) to get it the way you want.
Edit:
transform.position - Camera.main.ScreenToWorldPoint(Input.mousePosition): calculate the directional vector from the mouse position to the player position (have a look a vector algebra if you are not familiar with this) which is the direction away from the click (in a straight line).
dir.normalized: this shortens the vector to a length (= magnitude) of 1 (again have a look at vectors) so it really is just a direction. You could omit this and reduce the factor, but doing it this way your factor equals the force you use.
Okay, So I have come this far:
public class CameraScript : MonoBehaviour {
public void RotateCamera()
{
float x = 5 * Input.GetAxis("Mouse X");
float y = 5 * -Input.GetAxis("Mouse Y");
Camera.mainCamera.transform.parent.transform.Rotate (y,x,0);
}
}
My camera has a parent which I rotate based on my mouse position. The only problem is that I can only swipe with the mouse to rotate the object. How can I rotate the object which is my camera is attached to based on my mouse position if I just click next to the object. Thanks in advance!
The value will be in the range -1...1 for keyboard and joystick input.
If the axis is setup to be delta mouse movement, the mouse delta is
multiplied by the axis sensitivity and the range is not -1...1. Unity Document
Note: This link is usefull please check it.
So you need to change your code like this.
public void RotateCamera()
{
Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); // Gets mouse position to Unity World coordinate system
Camera.mainCamera.transform.parent.transform.Rotate (mousePosition);
}
if there are problem you can do like this
public void RotateCamera()
{
Vector3 position = new Vector3(Input.mousePosition.x, Input.mousePosition.y,0);
Vector3 mousePosition = Camera.main.ScreenToWorldPoint(position); // Gets mouse position to Unity World coordinate system
Camera.mainCamera.transform.parent.transform.Rotate (mousePosition);
}
one more option is rotateTowards.
public float speed=10; //any value > 0
public void RotateCamera()
{
Vector3 targetDir = Camera.main.ScreenToWorldPoint(Input.mousePosition) - Camera.mainCamera.transform.parent.transform.position;
float step = speed * Time.deltaTime;
Vector3 newDir = Vector3.RotateTowards(transform.forward, targetDir, step, 0.0F);
Camera.mainCamera.transform.parent.transform.rotation = Quaternion.LookRotation(newDir);
}
Maybe some syntax errors, i don't check them.