This is the image of what I'm trying to achieve, in a 3D space. I want the object to follow my finger within the green zone, but stay on the edge of the green zone if I move my finger outside of it. I have achieved this with the code below, but when moving my finger around the red zone a lot of jitters and clipping occurs as the object keeps snapping back within it's bounds. The jitters I'm seeing are caused when holding my finger in the red zone out of the players circle bounds. Instead of being "stuck" in the bounds the player is trying to continue and then being positioned back within the bounds, causing jitters. I'm looking for a way to limit the movement of the player within the bounds without having to reset it's position. My main camera is attached to the moving object so it's important that I eliminate the jitters. How can I smooth this out?
public class Player : MonoBehaviour
{
public Camera movementCam;
readonly float radius = 0.45f;
readonly float speed = 3f;
Ray firstTouchPos;
Vector2 playerPos;
[SerializeField] Vector3 targetPosition;
readonly float followDelay = 20f;
void Update()
{
if (Input.GetMouseButtonDown(0))
{
firstTouchPos = movementCam.ScreenPointToRay(Input.mousePosition);
playerPos = transform.position;
}
if (Input.GetMouseButton(0))
{
Ray currentTouchPos = movementCam.ScreenPointToRay(Input.mousePosition);
Vector2 direction = currentTouchPos.origin - firstTouchPos.origin;
float distance = Vector3.Distance(transform.position, Vector3.zero);
targetPosition = distance >= radius ? (Vector3) . (direction.normalized * radius) : (Vector3)(playerPos + direction * speed);
}
transform.position = Vector3.Lerp(transform.position, targetPosition, followDelay);
}
}
Your issue is incorrectly clamping, a simple fix would be:
if (Input.GetMouseButton(0))
{
Ray currentTouchPos = movementCam.ScreenPointToRay(Input.mousePosition);
Vector2 direction = currentTouchPos.origin - firstTouchPos.origin;
float distance = Vector3.Distance(transform.position, Vector3.zero);
targetPosition = (Vector3)(playerPos + direction * speed);
if (targetPosition.sqrMagnitude > radius * radius) //if our calculated position is greater than the radius...
targetPosition = targetPosition.normalized * radius; //set our calculated position to be exactly on the radius.
}
The jitter was caused by your object leaving the radius one frame, and on the next frame would be clamped back to the radius, only for it to attempt to move outside the radius again the next frame.
This way removes the ternary operator, which means it will behave consistently across frames, rather than switching between clamp and movement each frame.
Here are some additional pieces of advice for this issue, once you fix the above problem:
You should multiply speed and followDelay by time.deltaTime in order to smooth them across frames correctly.
You should probably apply your camera motion during LateUpdate() instead of Update(), LateUpdate() happens after all your updates happen, what can happen is during Update() objects can move around before and after your camera code is called, causing it to behave slightly inconsistently from frame to frame, applying the motion in LateUpdate() to the camera means your camera moves only when all your objects have 'settled' into place after their update, making it behave more consistently.
Additionally you're technically using Lerp() wrong here, it shouldn't cause jitter but it's not exactly how lerp should be used. Are you sure you don't want Vector3.MoveTowards() instead?
Related
First off: I am very new to Unity, as in VERY new.
I want to do the following: I want to rotate a cube around a stationary point (in my case a camera) with a radius that is adjustable in the inspector. The cube should always have its Z-axis oriented towards the camera's position. While the cube is orbiting around the camera, it should additionally follow a sine function to move up and down with a magnitude of 2.
I have some working code, the only problem is an increase in distance over time. The longer the runtime, the higher the distance between the cube and the camera.
Here is what I currently have:
void Awake()
{
cameraPosition = GameObject.FindGameObjectWithTag("MainCamera").transform;
transform.position = new Vector3(x: transform.position.x,
y: transform.position.y,
z: cameraPosition.position.z + radius);
movement = transform.position;
}
I instantiate some variables in the Awake()-method and set the cube's position to where it should be (do you instantiate in Awake()?). I'll use the Vector3 movement later in my code for the "swinging" of the cube.
void Update()
{
transform.LookAt(cameraPosition);
transform.RotateAround(cameraPosition.position, cameraPosition.transform.up, 30 * Time.deltaTime * rotationSpeed);
MoveAndRotate();
}
Here I set the orientation of the cube's z-axis and rotate it around the camera. 30 is just a constant i am using for tests.
void MoveAndRotate()
{
movement += transform.right * Time.deltaTime * movementSpeed;
transform.position = movement + Vector3.up * Mathf.Sin(Time.time * frequency) * magnitude;
}
To be quite frank, I do not understand this bit of code completely. I do however understand that this includes a rotation as it moves the cube along it's x-axis as well as along the world's y-axis. I have yet to get into Vector and matrices, so if you could share your knowledge on that topic as well I'd be grateful for that.
It seems like I have found the solution for my problem, and it is an easy one at that.
First of all we need the initial position of our cube because we need to have access to its original y-coordinate to account for offsets.
So in Awake(), instead of
movement = transform.position;
We simply change it to
initialPosition = transform.position;
To have more readable code.
Next, we change our MoveAndRotate()-method to only be a single line long.
void MoveAndRotate()
{
transform.position = new Vector3(transform.position.x,
Mathf.Sin(Time.time * frequency) * magnitude + initialPosition.y,
transform.position.z);
}
What exactly does that line then? It sets the position of our cube to a new Vector3. This Vector consists of
its current x-value
our newly calculated y-value (our height, if you want to say so) + the offset from our original position
its current z value
With this, the cube will only bop up and down with distancing itself from the camera.
I have also found the reason for the increase in distance: My method of movement does not describe a sphere (which would keep the distance the same no matter how you rotate the cube) but rather a plane. Of course, moving the cube along a plane will automatically increase the distance for some points of the movement.
For instantiating variables in Awake it should be fine, but you could also do it in the Start(){} Method that Unity provides if you wanted to.
For the main problem itself I'm guessing that calling this function every frame is the Problem, because you add on to the position.
movement += transform.right * Time.deltaTime * movementSpeed;
Would be nice if you could try to replace it with this code and see if it helped.
movement = transform.right * Time.deltaTime * movementSpeed;
hi everyone I make 2D platformer games and the camera I use now always makes the player in the middle. I want my camera to show the front of the player wider.
public Transform target;
Vector3 velocity = Vector3.zero;
public float smoothTime = 0.3f;
void FixedUpdate()
{
Vector3 targetPos = target.position;
targetPos.z = transform.position.z;
transform.position = Vector3.SmoothDamp(transform.position, targetPos, ref velocity, smoothTime);
}
Just move the targetPos in the according direction e.g. using
// Adjust this via the inspector
public float Offset = 1;
// Depending on your setup you might have to change "forward" to "right" or "up"
Vector3 targetPos = target.position + target.forward * Offset;
targetPos.z = transform.position.z;
Create a float variable public float offset = 10.0f. Subtract offset value from your targetPos.z as such: targetPos.z=transform.position.z - offset;
Note that the value of offset is something you have to experiment with to get right. Advisably, make the offset variable public, that way you can play the game in unity editor, play with the variable till its okay, copy the value of offset, stop the game the change the value of offset in your code to the new value. Goodluck
If you're using an Orthographic camera projection, you should change the viewport Size of the Camera.
You can update this value by code : Camera.main.orthographicSize = myNewSize;
Put a smaller value to zoom in, and a larger value to zoom out.
The value represent the half-screen projection on the vertical axis.
It's mean that a value of 0.5 will make a 1m cube fit the screen.
I am making a third person mobile game with the help of joysticks. I have it set up where joystick.vertical moves the character forward or backwards depending on where he is looking and joystick.horizontal turns the character. Since the camera is parented to the character the camera always stays behind the character.
Swiping across the screen rotates the camera around the player with a touch panel using Camera.main.transform.RotateAround() function and the transform.LookAt() ensures I am looking at my character always.
My issue: I would like when the swipe is let go the camera to return to its original position behind the character but in a smooth motion or at a set speed moving around the player.
My Solution 1: To make an empty gameObject parented to the character and place it in the position where I want the camera to revert back to and call this position when the mouse is let go.
float spanCamera = -Joystick.Horizontal;
Camera.main.transform.LookAt(rb.transform.position);
if (spanCamera != 0)
Camera.main.transform.RotateAround(rb.position, Vector3.up, spanCamera * Time.fixedDeltaTime * spanSpeed);
else if (Input.touchCount <= 1)
{
float var6 = var5 * Time.deltaTime;
Camera.main.transform.position = camPos.transform.position;
Camera.main.transform.LookAt(camLookAt.transform.position);
}
This piece of code moves the camera back to the start position immediately without smoothing.
Solution 2: use a Vector3.MoveTowards() instead
// Camera.main.transform.position = camPos.transform.position;
Camera.main.transform.position = Vector3.MoveTowards(Camera.main.transform.position, camPos.transform.position, var6);
This code allows me to smoothly move to the start position in a straight line. I want it to go around the player.
So I tried a different method where I assign a float value 1 if the camera turns right and check if the rotate button is let go and if the value is 1 within an if block.
public float axisDir;
...
else if (spanCamera == 0 && axisDir == 1)
{
Camera.main.transform.RotateAround(rb.position, Vector3.up, -1 * Time.fixedDeltaTime * spanSpeed);
}
But this results in an infinite spin because I do not know how to check if the desired position has been reached.
I hope someone can help. This is quite a long post. :(
You could have an dummy gameObject as a child of the player, and the camera as a child of the dummy.
That way, the camera is looking at the centre of the gameObject: where the player is. The camera would also rotate with the player, so it would always be behind the player.
Now, you know that when Mathf.Approximately(dummy.transform.localEulerAngles.y, 0.0f), the camera is behind the player. [1][2]
Knowing that, you can check when the player stopped swiping and start slowly rotating it back.
// If the player let go and camera is not behind the player
if (!playerIsSwiping && !Mathf.Approximately(dummy.transform.localEulerAngles.y, 0.0f))
{
// Slowly rotate until the camera is behind the player
dummy.transform.RotateAround(Vector3.zero, Vector3.up, rotationSpeed * Time.deltaTime);
}
try this buddy :
// Maximum turn rate in degrees per second.
public float turningRate = 30f;
// Rotation we should blend towards.
private Quaternion _targetRotation = Quaternion.identity;
// Call this when you want to turn the object smoothly.
public void SetBlendedEulerAngles(Vector3 angles)
{
_targetRotation = Quaternion.Euler(angles);
}
private void Update()
{
// Turn towards our target rotation.
transform.rotation = Quaternion.RotateTowards(transform.rotation, _targetRotation, turningRate * Time.deltaTime);
}
i found it here
from my own experience using LERP works quite well, you lookin for a smooth transition, or between two points, known as interpolation, in this case linear interpolation.
I am trying to create a third person spaceship movement.
The spaceship rotates about all axes at its position, and has a throttle control to move in forward direction. There is a camera which is always behind it. I am not making the camera a child because I want the camera to NOT follow the rotation about z axes.
The camera has a script, which keeps its position a fixed distance behind the spaceship, and then calls transform.LookAt(spaceShipTarget).
The problem is that as I rotate the ship around global x axes 90 degrees, the y axis of camera suddenly does a 180 degree rotation. The camera control script is below:
using UnityEngine;
namespace UnityStandardAssets.Utility
{
public class FollowBehind : MonoBehaviour
{
public Transform target;
public float distance;
public float delay;
private Vector3 velocity = Vector3.zero;
private void LateUpdate()
{
Vector3 offset = target.transform.TransformVector(0, 0, distance);
Vector3 currentPosition = transform.position;
Vector3 finalPosition = target.position + offset;
transform.position = Vector3.SmoothDamp(currentPosition,
finalPosition, ref velocity, delay);
transform.LookAt(target);
}
}
}
Why would that happen and how can I fix it?
The problem you have with the rotation of the camera is probably caused by the script you use to make the camera follow the spaceship, probably because when you rotate the spaceship the rotation (and probably the position) of the camera are affected.
What you could do instead is make both the spaceship and camera child of another object, and then add a script to this parent object. Now you can put some code in the script of the parent to move the parent itself (this way both camera and spaceship will move together, and you don't need to keep them together manually) and also in the script of the parent you can put some code to rotate the spaceship and camera individually or together based on specific inputs.
I am making a 2D game in Unity. I have added a 2D box collider and a circle collider as trigger on my sprite character. The platform on which the character is standing also have a 2D box collider. So, when my character moves near edge of platform, it experiences a force or something that pulls it away from the edge. You can think it as a protective force that helps your character not falling down the plane but the problem is that this force is not part of game and that's why it should not be there. Following is the code I am using to move my character:
// call this method to move the player
void Move(float h)
{
// reduces character velocity to zero by applying force in opposite direction
if(h==0)
{
rigidBody.AddForce(new Vector2(-rigidBody.velocity.x * 20, 0.0f));
}
// controls velocity of character
if(rigidBody.velocity.x < -topSpeed || rigidBody.velocity.x > topSpeed)
{
return;
}
Vector2 movement = new Vector2 (h, 0.0f);
rigidBody.AddForce (movement * speed * Time.deltaTime);
}
Here is image of properties.
If I keep pushing the character it will fall off the edge but if I stop just by edge the unwanted protective force pulls it back on plane.
Also, if the character bumps into another 2D box collider, it bounces back instead of just falling down.
EDIT- Bouncing effect arises mostly when player bump into other objects while jumping. Code for jumping is
void Update()
{
// The player is grounded if a linecast to the groundcheck position hits anything on the ground layer.
grounded = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
// If the jump button is pressed and the player is grounded then the player should jump.
if(Input.GetButtonDown("Jump") && grounded)
jump = true;
}
void Jump()
{
if (jump)
{
jump = false;
rigidBody.AddForce (Vector2.up * jumpSpeed * Time.deltaTime);
}
}
The problem lies in how you're implementing the "drag" force that slows your player down to zero. Because game physics happens in steps rather than continuously, your opposing force can overshoot and briefly cause the character to move in the opposite direction.
In this situation your best bet is to multiply your speed by some fraction each frame (likely between 0.8 and 0.95), or to use Mathf.Lerp to move your X velocity towards zero.
rigidbody.velocity += Vector2.right * rigidbody.velocity.x * -0.1f;
OR
Vector3 vel = rigidbody.velocity; //Can't modify rigidbody.velocity.x directly
vel.x = Mathf.Lerp(vel.x, 0, slowRate * Time.deltaTime);
rigidbody.velocity = vel;
Also give some thought to doing your movement/physics related code within FixedUpdate() instead of Update() and using Time.fixedDeltaTime instead of Time.deltaTime. This will allow for more consistent results independent of framerate.