Unity3D follow Sphere player camera rotation - unity3d

Hi I'm trying to get my camera to follow my player (Sphere) when ever it moves around. I have got the camera to follow the player, but when the sphere spins, so do the camera. That is not what i'm looking for. I need the camera to stay put on the sphere and rotate when I turn. This is my code so far:
EDIT: What I'm looking for is something like you see in the vid. where the camera rotate when the sphere is turning, so it's behind it all the time. https://www.youtube.com/watch?v=jPAgPQi1l0c
using UnityEngine;
using System.Collections;
public class TransformFollower : MonoBehaviour
{
[SerializeField]
private Transform target;
[SerializeField]
private Vector3 offsetPosition;
[SerializeField]
private Space offsetPositionSpace = Space.Self;
[SerializeField]
private bool lookAt = true;
private void Start()
{
offsetPosition = new Vector3(-3, -2, 0);
}
private void Update()
{
Refresh();
}
public void Refresh()
{
if (target == null)
{
Debug.LogWarning("Missing target ref !", this);
return;
}
// compute position
if (offsetPositionSpace == Space.Self)
{
transform.position = target.TransformPoint(offsetPosition);
}
else
{
transform.position = target.position + offsetPosition;
}
// compute rotation
if (lookAt)
{
transform.LookAt(target);
}
else
{
transform.rotation = target.rotation;
}
}
}

You should implement the following logic:
Create an empty gameObject:Character, where it will have as childs: Camera, Sphere
when you move, you simply transform the Character, so the Camera and the Sphere transform in the exact same way.
Now, when you want to rotate only the Sphere, but not the camera, just apply your rotation(or anything else), only in the sphere.
To do so, in your script you can pass the Character and the Sphere.
So moving transformations will be applied in on the Character and any custom move, only in the sphere.
Nik

Did you write this code yourself?
It simply seems that if lookat is true, it will do what you want. If it is false, if will do what you describe.
Just look in the editor and check the 'look at' box.
If you never want to use it you can remove it from the code by removing the lookat variable and replacing
// compute rotation
if (lookAt)
{
transform.LookAt(target);
}
else
{
transform.rotation = target.rotation;
}
by
// compute rotation
transform.LookAt(target);
EDIT more explanation:
In your code, you have two options: lookat and offsetPositionSpace.
Basically, offsetPositionSpace can be two values:
Self -> The camera will always be behind the player (if you rotate the player, it moves to stay behind
World -> The camera will always imitate the player's moves (If the player rotates, the camera won't move
LookAt can also have two values
true -> the camera looks at the player, always
false -> the camera imitate the players rotation (if the player rotates, the camera does the same and stops looking at the player)

Related

Unity3D - Move camera perpendicular to where it's facing

I'm adding the option for players to move the camera to the sides. I also want to limit how far they can move the camera to the sides.
If the camera was aligned with the axis, I could simply move around X/Z axis and set a limit on each axis as to how far it can go. But my problem is that the camera is rotated, so I'm stuck figuring out how to move it and set a limit. How could I implement this?
using UnityEngine;
[RequireComponent(typeof(Camera))]
public class CameraController : MonoBehaviour
{
Camera cam;
Vector3 dragOrigin;
bool drag = false;
void Awake()
{
cam = GetComponent<Camera>();
}
void LateUpdate()
{
// Camera movement with mouse
Vector3 diff = (cam.ScreenToWorldPoint(Input.mousePosition)) - cam.transform.position;
if (Input.GetMouseButton(0))
{
if (drag == false)
{
drag = true;
dragOrigin = cam.ScreenToWorldPoint(Input.mousePosition);
}
}
else
{
drag = false;
}
if (drag)
{
// Here I want to set a constraint in a rectangular plane perpendicular to camera view
transform.position = dragOrigin - diff;
}
}
}
Transform in Unity comes with a handy Transform.right property, which regards the object's rotation. To move your camera sideways you could further utilize Lerp to make the movement smooth.
transform.position += transform.right * factor
moves an object to the right.
Use factor to adjust the desired distance and by doing so you can also set limits. Negative factor would mean moving left by the way:) Hope that helps!
It can be tricky to deal with constraints on rotated objects. The math behind this includes some vector/rotation math to figure out the correct limits relative to the object's orientation, and whether you've exceeded them.
Luckily though, Unity gives you some shortcuts to skip this math: Transform.InverseTransformPoint() and Transform.TransformPoint()! These two methods allow you to transform a point in world space into a point in local space, and vice versa.
That means that no matter how your camera is oriented, you can interpret a position from the orientation of the camera - and with just a couple extra steps, your X/Z constraints are usable because you can calculate X/Z from the camera's point of view.
Let's try to adapt your current script to use this:
using UnityEngine;
[RequireComponent(typeof(Camera))]
public class CameraController : MonoBehaviour
{
// Set the X and Z values in the editor to define the rectangle within
// which your camera can move
public Vector3 maxConstraints;
public Vector3 minConstraints;
Camera cam;
Vector3 dragOrigin;
bool drag = false;
Vector3 cameraStart;
void Awake()
{
cam = GetComponent<Camera>();
// Here, we record the start since we'll need a reference to determine
// how far the camera has moved within the allowed rectangle
cameraStart = transform.position;
}
void LateUpdate()
{
// Camera movement with mouse
Vector3 diff = (cam.ScreenToWorldPoint(Input.mousePosition)) - cam.transform.position;
if (Input.GetMouseButton(0))
{
if (drag == false)
{
drag = true;
dragOrigin = cam.ScreenToWorldPoint(Input.mousePosition);
}
}
else
{
drag = false;
}
if (drag)
{
// Now, rather than setting the position directly, let's make sure it's
// within the valid rectangle first
Vector3 newPosition = dragOrigin - diff;
// First, we get into the local space of the camera and determine the delta
// between the start and possible new position
Vector3 localStart = transform.InverseTransformPoint(cameraStart);
Vector3 localNewPosition = transform.InverseTransformPoint(newPosition);
Vector3 localDelta = localNewPosition - localStart;
// Now, we calculate constrained values for the X and Z coordinates
float clampedDeltaX = Mathf.Clamp(localDelta.x, minConstraint.x, maxConstraint.x);
float clampedDeltaZ = Mathf.Clamp(localDelta.z, minConstraint.z, maxConstraint.z);
// Then, we can use the constrained values to determine the constrained position
// within local space
Vector3 localClampedPosition = new Vector3(clampedDeltaX, localDelta.y, clampedDeltaZ)
+ localStart;
// Finally, we can convert the local position back to world space and use it
transform.position = transform.TransformPoint(localConstrainedPosition);
}
}
}
Note that I'm somewhat assuming dragOrigin - diff moves your camera correctly in its present state. If it doesn't do what you want, please include details on the unwanted behaviour and we can sort that out too.

After rotate gameobje with joystick , rotate resetting. joystick rotate correction

After rotating the character with jotstick. rotate resetting. direction of the character With the joystick, I want the character to look in that direction when I turn my hand in the direction I want and then pull my hand out of the joystick. Don't let him look in the same direction joysticki when I left. how can I do it. thanks.
public class MyJoystick : MonoBehaviour
{
public Joystick joystick;
public Joystick joystickRot;
public float moveSpeed;
Quaternion targetRotation;
Rigidbody rigidbody;
// Start is called before the first frame update
void Start()
{
rigidbody = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
// var rigidbody = GetComponent<Rigidbody>();
rigidbody.velocity = new Vector3(joystick.Horizontal * moveSpeed, rigidbody.velocity.y, joystick.Vertical * moveSpeed);
// this is problem
// don't reset the rotate when joysticki is released.
transform.eulerAngles = new Vector3(transform.eulerAngles.x, Mathf.Atan2(joystickRot.Horizontal
, joystickRot.Vertical) * Mathf.Rad2Deg, transform.eulerAngles.z);
}
}
'joystickRot' will return zeros when not being pushed in any other direction, that is why your rotation is being reset, so you must check first that the joystick is actually being used before applying the values to your GameObjects transform rotation.
I'm not overly familiar with the joystick system you are using, but there will most certainly be a way to test if the joystick is being used or not, and only apply the force and rotations when it is.
By the way, you have two Joystick objects referenced, but I believe you only need one.

Smooth Camera Follow with Voxel Based Sphere

I am very new to Unity and just got done yesterday following the Roller Ball example on the learn page here at Unity3d.
To practice what I have learned I wanted to try and recreate something similar using my own art and making the game different. I have been playing around with Voxel Art and I am using MagicaVoxel to create my assests. I created the walls, the ground etc.. and all is well.
Then came the player object, the sphere. I created one as close to a sphere as possible with magicaVoxel and it rolls fine. However, when using a script to have the camera follow the object it runs into issues.
If I don't constrain the Y axis then I will get bouncing and as far as the x and z axis I get kind of a Flat Tire effect. Basically the camera doesn't follow smoothly it bounces around, stop go etc...
I have tried making the collider larger then the sphere and even using the position of the collider vs the object itself. I have also tried putting the code in Update / FixedUpdate / LateUpdate. What is the proper way to fix or address something like this? Here is my scripts below:
Camera Controller:
public class CamController : MonoBehaviour {
public GameObject player;
private Vector3 offset;
void Start ()
{
// Get the distance between the player ball and camera.
offset = this.transform.position - player.transform.position;
}
void LateUpdate ()
{
this.transform.position = player.transform.position + offset;
}
}
Player Controller:
public class PlayerController : MonoBehaviour {
public float _speed;
void FixedUpdate()
{
// Get input from keyboard.
float _hoz = Input.GetAxis("Horizontal");
float _ver = Input.GetAxis("Vertical");
// Create a vector3 based on input from keyboard.
Vector3 _move = new Vector3(_hoz, 0.0f, _ver);
// Apply force to the voxel ball
this.GetComponent<Rigidbody>().AddForce(_move * _speed);
}
}
Thanks for any help in advance.
You can use the SmoothFollow Script of Unity it self for getting smooth follow of camera.
Here are the steps how you can get the script:
1) Assets->Import Package->Scripts.
2) At the dialog that appears select all the scripts, or just the smooth follow one and hit Import button.
3) Now this script is in your project, and you can attach it to the camera.
Hope this will help you...
Best,
Hardik.

How do I make my Unity3d camera rotate around his following object?

I'm making a game but I do not now how to let my camera rotate with the object he's following. (I did the follow part) Can somebody help me please. I'm using C#.
Please, can you describe what you actually want to do? What does "let my camera rotate with the object" mean?
If you want your camera to exactly follow the gameobject's rotation in a first person camera, you could achieve this by putting your camera as the gameobject's child.
You could also do this using the following code:
[SerializeField]
private Transform obj; //reference the gameobject's transform
void Update()
{
transform.rotation = obj.rotation;
}
You should use the transform.RotateAround to move the camera. This should be done inside the update method in your camera.
For example:
var target:transform;
function Update(){
//...
transform.RotateAround (target.position, Vector3.up, speed * Time.deltaTime);
}
For more information on the rotation method, see the docs.
If you want simple 3rd person camera, you can place camera as a child of your target object - the camera will "stick to it.
If you want to do this in code (for some reasons), something like this should work (attach script to GameObject with Camera component):
using UnityEngine;
public class CameraFollow : MonoBehaviour
{
public Transform target; // Object to fallow. Select in Inspector
public Vector3 offset = new Vector3(0, 0, -10); // Offset to target
private GameObject container; // Container for our camera
void Start()
{
container = new GameObject("Camera Container"); // Create container (empty GameObject) for camera to avoid unnecessary calculations. It will follow the target object
transform.parent = container.transform; // Make this object child of container
}
//Update your camera follow script in LateUpade(), to be sure that 'target' movement is done
void LateUpdate()
{
//Check if target is selected
if (target == null)
return;
container.transform.position = target.position; // Set container position same as target
container.transform.rotation = target.rotation; // Set container rotation same as target
transform.localPosition = offset; // Move camera by offset inside the container
transform.LookAt(target); // Optionaly, force camera look at target object on any offset
}
}

Camera Move and Rotate Follow Player very jerky

I make a character move on the surface of a circle. I let the camera move and rotate follow character. But the camera move and rotate very jerky. If I increase the value of the third parameter, the shock increases. and to reduce the value of the third parameter, the camera does not rotate to keep up the character. Help me fix it
My Code Camera Follow Player
public class CameraFollow : MonoBehaviour
{
public Transform player;
GameController gc;
public float speed = 2;
Vector3 pos = new Vector3 (0, 0, -10);
// Use this for initialization
void Start ()
{
gc = FindObjectOfType (typeof(GameController)) as GameController;
}
void FixedUpdate ()
{
if (gc.gameState == GameController.GameState.playing || gc.gameState == GameController.GameState.changeWave) {
transform.position = player.position + pos;
transform.rotation = Quaternion.Slerp (transform.rotation,
player.transform.rotation,
speed * Time.deltaTime);
}
}
}
Setting the position of a transform inside of FixedUpdate is a red flag for sure, especially when you're reporting that it's "jerky". Fixed update happens at an irregular interval compared to the frames displayed. This is because Physics needs to update using a fixed time step. The reason why this is the case is out of scope for this question.
Long story short, try changing FixedUpdate to Update and that should fix things looking "jerky".
Let me know if this doesn't work and I'll look for other possible causes.
If you are using a Rigidbody2D to move the character, make sure to set its Interpolate property to 'Interpolate'. This should fix it.