I create a game, like minigolf/pool. I want to have a camera which follow player.
Position is normally ok, I get the ball direction and I lerp.
Rotation is almost ok. Currently, rotation by Y axis is ok, but camera look straigth forward, and don't look down to the player :
I already try many thing , quaternion angleToaxis, quarternion lookat ... but doesn't look good, the camera go look away ...
Here my code
namespace CameraManagerNameSpace
{
public class CameraManager : MonoBehaviour
{
public float cameraHeight=13f;
public PlayerNameSpace.Player playerToFollow;
public float followSpeed = 3f;
public float rotationSpeed = 1f;
float distance;
Vector3 position;
Vector3 newPos;
Quaternion rotation;
Quaternion newRot;
Vector3 playerPrevPos, playerMoveDir;
bool firstMoveDone=false;
void Start()
{
playerPrevPos = playerToFollow.player_transform.position;
distance = Vector3.Distance(transform.position,playerToFollow.player_transform.position);
}
void FixedUpdate()
{
if(Vector3.Distance(playerToFollow.player_transform.position ,playerPrevPos)>0.5f || firstMoveDone)
{
playerMoveDir = playerToFollow.player_transform.position - playerPrevPos;
firstMoveDone = true;
}
else
{
playerMoveDir = new Vector3(0,0,0);
}
if (playerMoveDir != Vector3.zero)
{
playerMoveDir.Normalize();
newPos = playerToFollow.player_transform.position - playerMoveDir * distance;
newRot =Quaternion.LookRotation(playerMoveDir,Vector3.up);
position = Vector3.Lerp(transform.position, new Vector3(newPos.x,newPos.y+cameraHeight,newPos.z), followSpeed * Time.deltaTime);
rotation = Quaternion.Lerp(transform.rotation, newRot, rotationSpeed * Time.deltaTime);
transform.position = position;
transform.rotation = rotation;
playerPrevPos = playerToFollow.player_transform.position;
}
}
}
}
Also, I don't know why, but after the balls stop the camera continue to do some movement very jerky, jolting, halting.
Well in
newRot = Quaternion.LookRotation(playerMoveDir,Vector3.up);
you are saying the camera to look in the same direction the player is moving ... not to look at the player. This would work if you wouldn't give the camera an extra position offset in the Y axis.
You might want to rather try
// vector pointing from the camera towards the player
var targetDirection = playerToFollow.player_transform.position - transform.position;
newRot = Quaternion.LookRotation(targetDirection, Vector3.up);
You should also rather use Update since FixedUpdate is only used for physics related stuff (also see Update & FixedUpdate)
Related
I am trying to set up an enemy that will shoot at the player in a cone shape/shotgun shape. If I set the projectile script to transform.position += transform.right * m_Speed * Time.deltaTime; then the cone shape works as intended, just only to the right and not in the direction of the player. With the current setup (below), the projectile will shoot at the player, but all the bullet prefabs will be on top of each other and all going in the same direction, not in a cone shape.
How can I adjust this so the enemy will shoot at the player but retain the cone shape?
Enemy Script
aimAngle = 60f;
for (int i = 0; i < spreadShot; i++)
{
var shotRotation = gameObject.transform.rotation;
shotRotation *= Quaternion.Euler(0, 0, aimAngle);
GameObject clone = Instantiate(projectile, new Vector2(gameObject.transform.position.x, gameObject.transform.position.y), shotRotation);
aimAngle = aimAngle - 30f;
Vector3 direction = (Vector3)((player.transform.position - transform.position));
direction.Normalize();
clone.GetComponent<Projectile>().Setup(direction);
}
Projectile.cs
[SerializeField] float m_Speed;
Vector3 shootDir;
public void Setup(Vector3 shootDir)
{
this.shootDir = shootDir;
}
private void Update()
{
transform.position += shootDir * m_Speed * Time.deltaTime;
}
Not perfect yet but here is a working solution if anyone else has the same question.
Enemy Script
[SerializeField] public float attackSpread;
[SerializeField] private float startShotTime;
[SerializeField] private float delayShotTime;
[HideInInspector] public int spreadShot;
public void Attack() {
Vector2 targetPosition = target.transform.position - aimIndicator.transform.position;
Vector2 dirTowardsTarget = (targetPosition - (Vector2)transform.position);
transform.right = targetPosition.normalized;
Quaternion newRot;
for (int i = 0; i < spreadShot; i++)
{
float addedOffset = (i - (spreadShot / 2)) * attackSpread;
newRot = Quaternion.Euler(transform.localEulerAngles.x,
transform.localEulerAngles.y,
transform.localEulerAngles.z + addedOffset);
Instantiate(projectile).GetComponent<ButcherProjectile>().SpawnBullet(transform.position, newRot);
}
}
Projectile Script
[SerializeField] private float MovementSpeed = 10;
private Vector2 velocity;
public void SpawnBullet(Vector3 position, Quaternion rotation)
{
transform.position = position;
transform.rotation = rotation;
velocity = transform.right.normalized * MovementSpeed;
}
public void Update()
{
Vector2 nextPosition = (Vector2)transform.position + (velocity * Time.deltaTime);
transform.position = nextPosition;
Destroy(gameObject, 2f);
}
At the moment, your code rotates the bullet itself, not the vector of direction towards player. Shot rotation you computed doesn't affect your direction in any way.
To elaborate, if you rotate an object and just move it by transform.position, you changed its position by exactly how you specified, as if you just changed its x, y or z component by hand. Your rotation change to an object would produce desired results if you used transform.Translate(params) as this operation is dependant on object's current rotation and scale.
Apply your rotation to the direction, it should work just fine :)
More reference on how to do it: https://answers.unity.com/questions/46770/rotate-a-vector3-direction.html
I am making a FNAF fan game using Unity, and I need limited camera movement, like shown in this video. I've been trying to figure this out but I found no tutorials nor any answers. If you could link a script for this I would be very greatful!
https://vimeo.com/710535461
Attach this code to the camera and you can limit the camera movement by setting two angles in the inspector. Remember that this code limits localEulerAngles values and always must set the camera rotation to zero, To adjust its rotation, place the camera as child of an empty object and then rotate the parent.
public class LimitedCamera : MonoBehaviour
{
public float LimitAngleX = 10f;
public float LimitAngleY = 10f;
private float AngleX;
private float AngleY;
public void Update()
{
var angles = transform.localEulerAngles;
var xAxis = Input.GetAxis("Mouse X");
var yAxis = Input.GetAxis("Mouse Y");
AngleX = Mathf.Clamp (AngleX-yAxis, -LimitAngleX, LimitAngleX);
AngleY = Mathf.Clamp (AngleY+xAxis, -LimitAngleY, LimitAngleY);
angles.x = AngleX;
angles.y = AngleY;
transform.localRotation = Quaternion.Euler (angles);
transform.localEulerAngles = angles;
}
}
I'm making a 3rd person controller in unity and i'm stuck: i can't figure out how to make the player follow my freelook cinemachine.
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public float speed;
public GameObject Hoverboard_script;
public GameObject cinemachine_Hoverboard;
public Transform main_cam_tf;
void Update()
{
Hoverboard_script.SetActive(false);
cinemachine_Hoverboard.SetActive(false);
PlayerMovement_void();
CamController_void();
}
void PlayerMovement_void()
{
float hor = Input.GetAxisRaw("Horizontal");
float ver = Input.GetAxisRaw("Vertical");
Vector3 playerMovement = new Vector3(hor, 0f, ver).normalized * speed * Time.deltaTime;
transform.Translate(playerMovement, Space.Self);
}
void CamController_void()
{
float MouseY = main_cam_tf.eulerAngles.y;
Debug.Log(MouseY);
Quaternion rotation = Quaternion.Euler(0f, MouseY, 0f);
transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * 4f);
}
}
Right now if i rotate the camera, the player enters a non-stop loop where it rotate constantly. How can i solve? Thanks, cheers
If you want to rotate the player as the rotation value of Y of Camera then remove all the lines of codes in which they rotate your object. Instead use one of these:
1.
transform.rotation = Quaternion.AngleAxis(Camera.Main.transform.eulerAngles.y, Vector3.up);
transform.rotation = Quaternion.EulerAngles(transform.eulerAngles.x, Camera.Main.transform.eulerAngles.y, transform.eulerAngles.z);
i have a cube that rolls with the arrow keys or control pad
up goes up, left turns left, and right turns right, so only the up makes it roll
im trying to get a camera to follow but not really getting anywhere
i found this script cant rember where that im trying to alter
but as i roll the cube forward the camera spins
simple video showing movment
https://imgur.com/a/BfoR1VF
any pointers in the right direction sorry about the pun would be good
simple lookat script
public Transform player;
void Start()
{
}
void Update()
{
Vector3 targetPostion = new Vector3(player.transform.position.x, transform.position.y,player.transform.position.z);
transform.LookAt(targetPostion);
}
and the follow script
// The target we are following
public Transform target;
// The distance in the x-z plane to the target
//So this would be your offset
public float distance = 10.0f;
// the height we want the camera to be above the target
public float height = 5.0f;
// How much we
public float heightDamping = 2.0f;
public float rotationDamping = 3.0f;
void LateUpdate()
{
// Early out if we don't have a target
if (!target) return;
// Calculate the current rotation angles
float wantedRotationAngle = target.eulerAngles.y;
float wantedHeight = target.position.y + height;
float currentRotationAngle = transform.eulerAngles.y;
float currentHeight = transform.position.y;
// Damp the rotation around the y-axis
currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
// Damp the height
currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);
// Convert the angle into a rotation
var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);
// Set the position of the camera on the x-z plane to:
// distance meters behind the target
transform.position = target.position;
transform.position -= currentRotation * Vector3.forward * distance;
// Set the height of the camera
transform.position = new Vector3(transform.position.x, currentHeight, transform.position.z);
// Always look at the target
Vector3 thetargetPostition = new Vector3(0, target.position.y,0);
transform.LookAt(target.position);
//transform.LookAt(thetargetPostition);
I am creating a game where the world is 3D yet the characters are 2D. This means that my Y rotation must not change or else the 2D sprite rotates. I have a been scripting an AI and while the enemy does attract towards my player, he also rotates by 90 degrees. How can I modify my code to make it so that the sprite follows my player in the X and Z axis but the Y axis rotation stays zero.
//CODE STARTS
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AISimple : MonoBehaviour
{
public Transform player;
float distancefrom_player;
public float look_range = 20.0f;
public float agro_range = 10.0f;
public float move_speed = 5.0f;
public float damping = 6.0f;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
distancefrom_player = Vector3.Distance(player.position, transform.position);
if (distancefrom_player < look_range)
{
lookAt();
}
if (distancefrom_player < agro_range)
{
attack();
}
}
void lookAt()
{
Quaternion rotation = Quaternion.LookRotation(player.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping);
}
void attack()
{
transform.Translate(Vector3.forward * move_speed * Time.deltaTime);
}
}
rigidbody has this functionality, if you tick freeze y rotation you'll be fine
okay, then try to modify y rotation before you set it
void lookAt()
{
Quaternion rotation = Quaternion.LookRotation(player.position - transform.position);
var euler = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping).eulerAngles;
euler.y = 0f;
transform.rotation = Quaternion.Euler(euler);
}