Face other object using lerp in a coroutine - unity3d

I want to have a coroutine to use the lerp function and so far I managed to do so partially. The characters will turn their position to face the target object. However, I want the characters to move their rotation starting from their own while what is currently happening is their rotation is set to some abstract value like X=0 and then it will start rotating them from there.
What I want to do is simply turn the character to face another transform smoothly. Here's the code:
public IEnumerator LookSlerpAt(Transform target, int seconds)
{
IsTurningHead = true;
Vector3 relativePos = target.position - this.transform.position;
Quaternion lookRotation = Quaternion.LookRotation(relativePos);
float elapsedTime = 0f;
float fraction = elapsedTime / seconds;
while (elapsedTime <= seconds)
{
this.transform.rotation = Quaternion.Lerp(target.rotation, lookRotation, fraction);
print($"rotation:{this.transform.rotation}");
elapsedTime += Time.deltaTime;
fraction = elapsedTime / seconds;
yield return Time.deltaTime;
}
IsTurningHead = false;
}
Thanks for your time

if you want to rotate smoothly to direction you could use that as coroutine: You specify the specified time to rotate and the velocity is automatically adjusted
public IEnumerator RotateToDirection(Transform transform, Vector3 positionToLook, float timeToRotate)
{
var startRotation = transform.rotation;
var direction = positionToLook - transform.position;
var finalRotation = Quaternion.LookRotation(direction);
var t = 0f;
while (t <= 1f)
{
t += Time.deltaTime / timeToRotate;
transform.rotation = Quaternion.Lerp(startRotation, finalRotation, t);
yield return null;
}
transform.rotation = finalRotation;
}

Related

Problem rotating an object on its local orientation

Hello i am new in the forum! I hope i am in the right section! Im trying to rotate a camera (that rapresent the player POV) using the mouse delta and im rotating the camera in local coordinates not world coordinates and i want avoid gimbal lock effect. I read somewhere on the internet that for that purpose i have to use quaternions, and i read how to do that. The problem is that axis rotations works well moving in local orientation but one of the axis is losing its local orientation and it rotate following the world coordinates orientation. I will post the code and i hope someone can help me and telling me where im doing things wrong. Thanks!
public class Player : MonoBehaviour {
[Header("Camera")]
[SerializeField] private Camera _camera;
[SerializeField] private Vector2 _xMinMaxRotation = new Vector2(-90, 90);
[SerializeField] private Vector2 _yMinMaxRotation = new Vector2(-90, 90);
[SerializeField] private float _mouseXSensistivity = 1;
[SerializeField] private float _mouseYSensistivity = 1;
[SerializeField] private float _mouseZSensistivity = 1;
[SerializeField] private float _xStartRotation = 0;
[SerializeField] private float _yStartRotation = 0;
private Vector2 _mouseDelta;
private float _rotY, _rotX, _rotZ;
//public GameObject head;
// Start is called before the first frame update
void Start() {
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void Update() {
_mouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
MoveCamera();
}
private void MoveCamera() {
_rotX += _mouseDelta.x * _mouseXSensistivity * Time.deltaTime * 100;
_rotX = Mathf.Clamp(_rotX, _xMinMaxRotation.x, _xMinMaxRotation.y);
_rotY += _mouseDelta.y * _mouseYSensistivity * Time.deltaTime * 100;
_rotY = Mathf.Clamp(_rotY, _yMinMaxRotation.x, _yMinMaxRotation.y);
//Calculation for RotZ
if (Input.GetKey(KeyCode.Q)) {
_rotZ += +_mouseZSensistivity * Time.deltaTime * 50;
if (_rotZ > 25) _rotZ = 25;
}
else {
if (_rotZ > 0) {
_rotZ -= 2 * _mouseZSensistivity * Time.deltaTime * 50;
if (_rotZ < 0) _rotZ = 0;
}
}
if (Input.GetKey(KeyCode.E)) {
_rotZ += -_mouseZSensistivity * Time.deltaTime * 50;
if (_rotZ < -25) _rotZ = -25;
}
else {
if (_rotZ < 0) {
_rotZ -= 2 * -_mouseZSensistivity * Time.deltaTime * 50;
if (_rotZ > 0) _rotZ = 0;
}
}
Quaternion currentRotation = Quaternion.identity;
currentRotation = currentRotation * Quaternion.AngleAxis(_rotX, transform.up);
currentRotation = currentRotation * Quaternion.AngleAxis(-_rotY, transform.right);
currentRotation = currentRotation * Quaternion.AngleAxis(_rotZ, transform.forward);
_camera.transform.localRotation = currentRotation;
//head.transform.position = _camera.transform.position;
//head.transform.rotation = _camera.transform.rotation;
}
The last part with quaternions is where im trying to calculate angles in order to properly rotate in local coordinates.
You don’t need to use quaternions at all.
You can use transform.EulerAngles instead of the transform.rotation or transform.localEulerAngles instead of transform.LocalRotation.
I messed up the capitalization I’m sure.
Say you wanted to rotate the camera 10 degrees along the local x axis. That would look something like
transform.localEulerAngles = transform.localEulerAngles.Add(10,0,0);
That’s it as far as I know. If you wanna read more about this,
transfrom.localEulerAngles
If your question was completely different, let me know and I can change or remove my answer.

Write IEnumerator for Movement

I want to write an IEnumerator to move at the desire distance at a specified time. I have tried to write the code for this but this is running a different way.
float moveDistance=1f;
float moveSpeed=5f;
float elapsedDistance = 0f;
while (elapsedDistance <= moveDistance)
{
elapsedDistance += Time.deltaTime * moveSpeed;
Vector3 cubeLocalPosition = transform.localPosition;
cubeLocalPosition.y += Time.deltaTime * moveDistance;
transform.localPosition = cubeLocalPosition;
yield return null;
}
Through this code, Object can't able to travel 1 unit distance. How can I correct this code?
Your while loop condition uses elapsedDistance which is increasing with moveSpeed. That latter is 5 so it will be 1 in 1/5 of a second. Your object is likely only moving 0.2unit.
you should use Mathf.Lerp or MoveTowards
float distance = 1f;
float time = 0f;
float period = 1f; // how long in second to do the whole movement
yield return new WaitUntil(()=>
{
time += Time.deltaTime / period;
float movement = Mathf.Lerp(0f, distance, time);
Vector3 cubeLocalPosition = transform.localPosition;
cubeLocalPosition.y += movement;
transform.localPosition = cubeLocalPosition;
return time >= 1f;
});
Following your own rotation, you calculate the finalpoint to go
and after,
you could use Vector3.Lerp or Vector.Slerp to move in the specified time..So the moving speed adapt itself following the time desired
var endpoint = transform.position + transform.forward.normalized * distance;
StartCoroutine(MoveToPosition(transform, endpoint, 3f)
:
:
public IEnumerator MoveToPosition(Transform transform, Vector3 positionToGO, float timeToMove)
{
var currentPos = transform.position;
var t = 0f;
while (t < 1f)
{
t += Time.deltaTime / timeToMove;
transform.position = Vector3.Lerp(currentPos, positionToGO, t);
yield return null;
}
transform.position = positionToGO;
}

How to calculate a GameObject's speed in Unity?

I have tried something like
float speed = (currentPosition - previousPosition).magnitude / Time.deltaTime
in Update().
But I get very bad results because currentPosition and previousPosition are too close. After subtraction there's too much rounding error. The speed values fluctuate too much.
And also I don't want to average across multiple frames because that produces delays and only improves the result a little.
Is there any better way to calculate the speed of an object?
You could use a coroutine that calculates the speed slower than every frame:
void OnEnabled() {
StartCoroutine(SpeedReckoner());
}
public float Speed;
public float UpdateDelay;
private IEnumerator SpeedReckoner() {
YieldInstruction timedWait = new WaitForSeconds(UpdateDelay);
Vector3 lastPosition = transform.position;
float lastTimestamp = Time.time;
while (enabled) {
yield return timedWait;
var deltaPosition = (transform.position - lastPosition).magnitude;
var deltaTime = Time.time - lastTimestamp;
if (Mathf.Approximately(deltaPosition, 0f)) // Clean up "near-zero" displacement
deltaPosition = 0f;
Speed = deltaPosition / deltaTime;
lastPosition = transform.position;
lastTimestamp = Time.time;
}
}

Unity3D bird flying back and forth

I'm trying to create a bird moving across screen along x axis.
bird.transform.position = Vector3.Lerp (pos1, pos2, (Mathf.Abs(speed * Time.time) + 1.0f) / 2.0f);
Using this in Update() the bird flies only once. I want that after it flies to the right, it should wait 2-3 seconds and then fly back with a different sprite.
transform.translate doesn't work like this. Any help will be appreciated.
you would need to put in another LERP for going the other direction and have a variable for which way the bird is flying so roughly:
bool goleft;
if(goleft)
{
if(transform.position != pos2)
{
transform.position = Vector3.Lerp (pos1, pos2, (Mathf.Abs(speed * Time.time) + 1.0f) / 2.0f);
}
else
{
goleft = false;
//change the direction the bird is facing here
}
}
else
{
if(transform.position != pos1)
{
transform.position = Vector3.Lerp (pos2, pos1, (Mathf.Abs(speed * Time.time) + 1.0f) / 2.0f);
}
else
{
goleft = true;
//change the direction the bird is facing here
}
}
Hope that helps
Not tested but i would start here:
Vector3[] posts;
int current = 0;
float speed = 5.0f;
float threshold = Single.Epsilon;
float delay = 2.0f;
public void Update() {
if(!waiting && posts.Length > 0)
{
if(!Mathf.Approximately((posts[current].position - transform.position).sqrMagnitude, threshold)
{
float step = speed * Time.deltaTime;
transform.position = Vector3.MoveTowards(transform.position, posts[current].position, step);
}
else StartCoroutine("Next");
}
}
IEnumerator Next() {
waiting = true;
yield return new WaitForSeconds(delay);
current = (current + 1) % posts.Length;
waiting = false;
}
This will also allow you to have as many posts as you want to have, and all your movement dynamics can be handled in Next(), whereas, if you want him to go from post 0...1...2...3...0...1.. or 0...1...2...3...2...1...
If you want the latter you just change current = (current + 1) % posts.Length; to Mathf.PingPong(current + 1, posts.Length);
I'd go a bit like this:
float flipCooldown
float defaultFlipCooldown = 2.0f;
bool isGoingRight;
Vector2 pos1;
Vector2 pos2;
void Start() {
flipCooldown = defaultFlipCooldown;
isGoingRight = true;
pos1 = new Vector2(0, 0);
pos2 = new Vector2(5, 0); // whatever floats your boat
}
void Update()
{
Vector2 initialPosition = null;
Vector2 finalPosition = null;
if (flipCooldown <= 0) {
isGoingRight = !isGoingRight
flipCooldown = defaultFlipCooldown;
ChangeSprite();
}
if (isGoingRight) {
initialPos = pos1;
finalPos = pos2;
} else {
initialPos = pos2;
finalPos = pos1;
}
bird.transform.position = Vector3.Lerp (initialPos, finalPos, (Mathf.Abs(speed * Time.time) + 1.0f) / 2.0f);
flipCooldown -= Time.deltaTime;
}
What you want to get is that the Time.deltaTime is decreasing the cooldown for the bird to turn. You can easily change the cooldown in the defaultFlipCooldown variable. When it's done going one way, it'll just flip the position and the Lerp function will do the rest of the work. The ChangeSprite function will be just a GetComponent<SpriteRenderer>().sprite change.
If you don't want fix positions, you can calculate how much it'll fly, define the final position and just change the pos1 and pos2.
It's also important to note that WaitForSeconds will just work with Coroutines that is a concept for working with threads, never in a method like Update. You can learn more about Coroutines in Unity's manual: http://docs.unity3d.com/Manual/Coroutines.html

object movement as wave in Unity 3d

I created a object in unity
GameObject monsterclone =
(GameObject)Instantiate(monsterPrefab, floorPosition, Quaternion.identity);
This object should move in a wave style from a limit1 to limit2.
Then move back from limit2 to limit1.
Y position as well x position have to change in a specific way.
Vector3 nPos = mfloorPos + new Vector3(2f, 0f, 0f);
Vector3 oPos = mfloorPos + new Vector3(-2f, 0f, 0f);
How can I do it?
I can't exactly write the code without knowing more specific but i think this question is already asked any this link will help you out MOVE OBJECT as wave
EDIT:
I think the flat up and float down functionality will work for you for moving one point to another
example:
var floatup;
function Start(){
floatup = false;
}
function Update(){
if(floatup)
floatingup();
else if(!floatup)
floatingdown();
}
function floatingup(){
transform.position.y += 0.3 * Time.deltaTime;
yield WaitForSeconds(1);
floatup = false;
}
function floatingdown(){
transform.position.y -= 0.3 * Time.deltaTime;;
yield WaitForSeconds(1);
floatup = true;
}
example taken from
float amplitudeX = -25.0f;
float amplitudeY = 5.0f;
float omegaX = 0.5f;
float omegaY = 4.0f;
float index;
void Update () {
index += Time.deltaTime;
float x = amplitudeX*Mathf.Cos (omegaX*index);
float y = Mathf.Abs (amplitudeY*Mathf.Sin (omegaY*index));
if(transform.position.x > 24){
transform.eulerAngles = new Vector3(270, -90, 0);
}
if(transform.position.x < -24){
transform.eulerAngles = new Vector3(270, 90, 0);
}
transform.localPosition= new Vector3(x,y,20);
}
If this is a consitant wave and not dependant on speed I would use an animation to create a literal wave curve of the Position.Y value (much in the same principle as Ravindra Shekhawat has explained.) you can find out more about animation here.
Here is some code (untested) that you could go off. It is in c# so I hope it proves no issue with putting in to JavaScript.
bool monsterMoving = false;
void Update(){
//check monster moving to start updating position
if(monsterMoving == true){
//moving animation controls up and down "wave" movement
animation.CrossFade('moving');
//Lerp changes position
Transform.Lerp(transform.Position, oPos, Time.deltaTime);
if (transform.Position == oPos) {
//We are at destination, stop movement
monsterMoving = false;
}
} else {
// if monster stopped moving, return to idle animation (staying still)
animation.CrossFade('idle');
}
}
// function to send a new position to the monster object
void MoveTo(Vector3 newPos){
oPos = newPos;
monsterMoving = true;
}