I am new to unity and I'm trying to figure out how to rotate the main camera from one position (in perspective of a person). I've tried looking for scripts and writing out but it never works.
here's what the scripts would look like...
enter image description here
I honestly don't know what I am doing so if this is actually a simple problem to solve, please don't be too harsh. Or do.
I am using unity 2018, btw.
Get the standard assets, use and look into the FPS Controller.
Related
I used 3D WebView in Unity development. I dragged a WebViewPrefab into my scene and clicked 'play'. From the console I knew that it had already loaded the webpage I wanted, but I could't see it in the game window.
I had looked around, but still nothing in the game window.
Could anyone please tell me what had happened?
I had a similar problem not long ago. I found that WebView doesn't seem to be like those GameObjects we commonly use in unity, it can only be viewed from one direction. This means that if you look at it from behind, you won't see anything. Therefore, you need to adjust your main camera angle.
Also, when you use WebViewPrefab.Instantiate to create your WebView Object, it defaults to a somewhat strange position and angle. I usually set its position manually, and after that, it's easier to find in the game window in play mode.
I'm using unity 2018.4.14f1 personal (I don't use 2019 or 2020 because it lags my computer)
I'm using the Unity Standard Assets Player Prefab and Cinemachine Freelook for the camera. I have some water, and when my player walks into it, its fine. However, when the camera comes into the water, it stops rendering the water. Is there anyway I can fix it?
Update: I've somewhat got it working, however its hollow when your inside. Is there anyway to fix that?
Video : https://easyupload.io/2b0p3a
(I'm quite a noob so if you need any screenshots please ask.)
The problem here is that the water will only rendered when looking from the outside as the normalized are modeled so. The program renders outs objects that it thinks is not in view. You can load the model into a 3d program and then copy and invert the model to allow your camera to see the water, or I believe there are some shader option to stop this optimization. You can also look in this Reddit thread.
Ok, so I have looked around the internet but I cannot find the sprite mesh. I should be able to right click my sprite> 2D Object> SpriteMesh.
Problem is that I don't see the option "SpriteMesh" anywhere.
Here's the deal. I created a bunch of 2D pieces for a character: head, body, two arms, two legs, two hands, and two feet. I imported the sprite as a PNG file and changed SpriteMode to multiple. I used the Sprite Editor to slice the char into pieces automatically. There's also nothing inside of the sprite editor that allows me to rig bones either.
Now I need to Rig the toon with bones and skin. However, I cannot find a way to do this. Watching a few tutorials, the guy adds a SpriteMesh to each of the parts. However, when I try to do this, the option just doesn't exist. I see SpriteMask but no SpriteMesh.
I'm using Unity 2018.2.18f1.
I have zero experience in animations like this. Normally I create a player/enemy without legs/arms. So they just float and I use the animation tab to change size/shape to insinuate movement. However, I'd like to take this next step and make the game look better.
How can I rig my toon? What steps do I need to follow?
All help is appreciated!
I guess you want to use the new 2D Features from Unity, if you want to rig your 2D Character.
I'm using Unity 2018.2.18f1.
You need to use Unity 2018.3 or later to use these tools.
I suggest you to use Unity Hub to download multiples versions and Beta versions.
There is a really nice video from Brackeys about this subject also.
When you have the 2018.3 or later version installed, open your project and go to the Window/Package Manager window, you need to install these packages :
I don't think you need the 2D Pixel Perfect but it's always nice to have.
For some reason when I run my game the camera which follows the player has a slight jitter to it. If I watch the transform the Y position values are fluxuating and the rotation is affected aswell. I can not think of any reason for this to be happening other than maybe having more than one camera as my water comes with a 'reflection camera'. I am using basic unity packages, and even when rewriting the camera follow script, the problem still occurs.
I know there is not much to go on here, as the code is minimal for this issue(using 3rd person controller and camera components). I hope someone has had this error in the past and fixed it or knows enough about unity to help me out here because im lost.
Much appreciated
EDIT
Dont know if animations could be effecting it but I thought id mention my model has animations
To resolve your problem. Click Assets->Import Package-> Characters Uncheck everything Execpt. SmoothFollow.
Drag Smooth Follow to your Camera. Drag your Character to the Target from Smooth Follow Script.
If this doesn't fix the issue. Try to remove your own script.
I'm making an app, where the sprite has to run across the screen pressing buttons and jumping and ducking. Kind of like line runner. Anyways, I'm using cocos2d. Is this what i should be using. If it is, how would i make it. Im not asking for all the code, just the basic objectives and what i should do! thanks so much!
Cocos2d is one of the best platform to make game i think what you want to do can be done by cocos2d and you need to know how to move object(sprite) across the scene and how to detect the collation.
there is lots of way to move the sprite across the screen you can also move then by the cocos2d built in methods.
search for move method which will help you.
I would definitely advise you to use Cocos2d for this purpose and also Box2d if you need real physics simulation in your game.
Regarding of writing your game have a look here : It contains very useful cocos2d tutorials and even have a tutorial of how to write a full functioning game (Look for the monkey game)
Note : It seems that the link does not work right now but I am sure it will be fixed soon..