I am trying to implement a RADAR sensor in unity. I am currently using sphere cast to identify the object and measure its velocity and distance. At the moment even though there are several objects in within the radius of the sphere cast ,It only identifies the nearest one. How can i make it recognize all the objects within the sphere cast.?
Any help would be appreciated..
This is what i have done now which just identifies identify the closest object.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class spherecast : MonoBehaviour
{
Rigidbody rb;
public GameObject curobject;
public float radius;
public float maxdist;
public LayerMask layermask;
public float velocity;
public Time deltatime;
public Vector3 previous;
private Vector3 origin;
private Vector3 direction;
private float hitdist;
// Use this for initialization
void Start()
{
previous = curobject.transform.position;
}
// Update is called once per frame
void Update()
{
velocity = hitdist/Time.deltaTime;
origin = transform.position;
direction = transform.forward;
RaycastHit hit;
if (Physics.SphereCast(origin, radius, direction, out hit, maxdist, layermask, QueryTriggerInteraction.UseGlobal))
{
curobject = hit.transform.gameObject;
hitdist = hit.distance;
Debug.Log("Distance" + hitdist);
velocity = ((curobject.transform.position - previous).magnitude) / Time.deltaTime;
previous = curobject.transform.position;
Debug.Log("Velocity" + velocity);
// Debug.Log("Velocity = " + velocity);
}
else
{
hitdist = maxdist;
curobject = null;
}
}
private void ondrawgizmosselected()
{
Gizmos.color = Color.red;
Debug.DrawLine(origin, origin + direction * hitdist);
Gizmos.DrawWireSphere(origin + direction * hitdist, radius);
}
}
How can i make it recognize all the objects within the sphere cast.?
I believe you need to use SphereCastAll instead of SphereCast for that.
https://docs.unity3d.com/ScriptReference/Physics.SphereCastAll.html
Answer:
"Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects."
It returns a RaycastHit[].
Related
After asking here for a solution, which worked, my sphere "walks" to each point of a list. Now, I'm trying to "force" a rotation around the x axis, to fake the ball is "rolling". I came up with the following code, but it doesn't work (it makes a progressive acceleration of the rotation on the x-axis, which I both dont want and... dont understand).
Create a new project, add a sphere and add this small script. Then add 2 points in the points list. This script does nothing but moving the object (the sphere) each points of the list, and make a simple rotation around the x-axis.
Simple rotation around the x-axis is not realistic (it's working as long as the sphere doesn't change its direction, but in this case, it should rotate on x + on z, but I dont know how to do this too...) so if you have a more realistic idea its even more welcome.
using UnityEngine;
public class MoveAlongPath : MonoBehaviour
{
public Vector3[] points;
public float speed = 1.0f;
public float rotateSpeed = 200.0f;
public float minDistance = Vector3.kEpsilon;
private SphereCollider _c;
[SerializeField] private Vector3 _posStart;
[SerializeField] private Vector3 _posEnd;
[SerializeField] private int _currentIndex;
[SerializeField] private Rigidbody _rigidbody;
[SerializeField] private Vector3 _direction;
[SerializeField] private Vector3 _directionNormalized;
[SerializeField] private float _xRotation;
private void NextPoint()
{
_posStart = points[_currentIndex];
transform.position = _posStart;
_currentIndex = ++_currentIndex % points.Length;
_posEnd = points[_currentIndex];
_direction = _posEnd - _posStart;
_directionNormalized = _direction.normalized;
}
private void Start()
{
_rigidbody = GetComponent<Rigidbody>();
NextPoint();
}
private void FixedUpdate()
{
_xRotation = (_xRotation + -10 * Time.fixedDeltaTime) % 360;
Quaternion q = Quaternion.LookRotation(
_directionNormalized, Vector3.up
);
transform.rotation = Quaternion.RotateTowards(
transform.rotation, q, rotateSpeed * Time.fixedDeltaTime
) * Quaternion.AngleAxis(_xRotation, Vector3.left);
Vector3 step = speed * Time.fixedDeltaTime * _directionNormalized;
if (step.magnitude > _direction.magnitude) {
step = _direction; // don't overshoot
}
Vector3 newPos = transform.position + step;
_rigidbody.MovePosition(newPos);
if (Vector3.Distance(_posEnd, transform.position) < minDistance) {
/* close enough -> next point: */
NextPoint();
}
}
}
An illustration of my issue/what I'm trying to achieve
I managed to have my player move around the inside surface of a cylinder using gravity but an issue comes up when trying to rotate the camera to look around.
First, there's a script that simulates gravity by pushing the player against the inside walls of the cylinder. This script also keeps the player upright by changing the "up" direction of the player to always be facing the center of the cylinder. I know this keeps my player from looking up so for now I'm just working on getting them to look left and right.
Second, when the player is on the bottom of the cylinder and parallel with the Y-axis I can look left and right without issue because the camera rotates using the x-axis (see circle on the left side of the image). However when the player moves around the side of the cylinder the camera is still trying to rotate based on the X-axis even though they are not aligned resulting in the camera not accurately rotating (see the circle on the right side of the image), and by the time the player is 90deg around the cylinder cannot rotate at all (thanks I think to the gravity keeping the player perpendicular to the sides of the cylinder), and at 180deg around the rotation is inverted.
I assume there are two possible solutions that I have not been able to successfully implement:
ignore the world xyz axis' and rotate relative to the player's xyz.
do some math to figure out the proper angles when you take into account the player's rotation around the cylinder and the angle of the current "left" direction.
The problem with the first solution is I have not been able to successfully rotate the player independent of the world xyz. I tried adding the Space.Self to the Rotate() method but no success. The problem with the second is math scares me and I've managed to avoid Quaternions & Euler angles so far so I'm not even sure how to begin figuring that out.
If anyone has had a similar issue I would greatly appreciate any insight or suggestions on how to figure it out.
Here's my code for controlling the play movement/camera direction and my code for the gravity:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerController : MonoBehaviour
{
InputManager inputActions;
InputManager.PlayerMovementActions playerMovement;
public GravityAttractor GravityAttractor;
public float moveSpeed = 15;
public float jumpHeight = 10f;
public float sensitivityX = 1f;
public float sensitivityY = 1f;
float mouseX, mouseY;
Vector2 mouseInput;
private bool isJumping = false;
private Vector3 moveDir;
private Vector2 moveInput;
private Rigidbody rbody;
private void Awake()
{
inputActions = new InputManager();
playerMovement = inputActions.PlayerMovement;
playerMovement.Movement.performed += context => moveInput = context.ReadValue<Vector2>();
playerMovement.Jump.performed += ctx => Jump();
//playerMovement.MouseX.performed += context => mouseInput = context.ReadValue<Vector2>();
playerMovement.MouseX.performed += context => mouseInput.x = context.ReadValue<float>();
playerMovement.MouseY.performed += context => mouseInput.y = context.ReadValue<float>();
rbody = GetComponent<Rigidbody>();
isJumping = false;
}
private void Update()
{
moveDir = new Vector3(moveInput.x, 0, moveInput.y).normalized;
if (rbody.velocity.y == 0)
isJumping = false;
}
private void FixedUpdate()
{
rbody.MovePosition(rbody.position + transform.TransformDirection(moveDir) * moveSpeed * Time.deltaTime);
MouseLook(mouseInput);
}
void Jump()
{
//use brackeys method of checking for contact with ground
if(isJumping == false && rbody.velocity.y == 0)
{
isJumping = true;
rbody.velocity = transform.up * jumpHeight;
Debug.Log("player jumped");
}
}
void MouseLook(Vector2 mouseInput)
{
mouseX = mouseInput.x * sensitivityX;
mouseY = mouseInput.y * sensitivityY;
var upTransform = GravityAttractor.transform.position - transform.position;
Vector3 relativeLook = upTransform - transform.forward;
Vector3 qLook = transform.forward - transform.position;
transform.Rotate(transform.up * mouseX * Time.deltaTime, Space.Self);
//transform.Rotate(relativeLook.normalized);
//transform.rotation = Quaternion.LookRotation(qLook);
//transform.Rotate(relativeLook.normalized, mouseX);
}
private void OnEnable()
{
inputActions.Enable();
}
private void OnDisable()
{
inputActions.Enable();
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GravityAttractor : MonoBehaviour
{
public float gravityMultiplier = -10f;
private float radius;
public float gravity;
public float distance;
private void Awake()
{
radius = transform.localScale.x/2;
}
public void Attract(Transform body)
{
Vector3 centerOfGravity = new Vector3(transform.position.x, transform.position.y, body.position.z);
distance = Vector3.Distance(centerOfGravity, body.position);
//gravity will match multiplier no matter the radius of cylinder
gravity = gravityMultiplier * (distance/radius);
Vector3 gravityUp = (centerOfGravity - body.position).normalized;
Vector3 bodyUp = body.up;
body.GetComponent<Rigidbody>().AddForce(gravityUp * gravity);
Quaternion targetRotation = Quaternion.FromToRotation(bodyUp, gravityUp) * body.rotation;
body.rotation = Quaternion.Slerp(body.rotation, targetRotation, 50 * Time.deltaTime);
}
}
Problem is that you are trying to Rotate in local space around transform.up, which is in world space.
try to use just Vector3.up, instead of transform.up.
Or you can transform any vector from world to local space with transform.InverseTransformDirection()
transform.Rotate(Vector3.up * mouseX * Time.deltaTime, Space.Self);
I don't know hierarchy of your GameObjects. In order for this to work, you shuld rotate Player GameObject to face up to center of cilinder. And camera should be child of Player GameObject
I wanted to make an endless runner game where the player can jump and he moves forward automatically, so, for the forward movement i wanted to use the rigidbody velocity function in order to make the movement smoother and for the jump i made a custom function. My problem is, when i use in my update method the velocity function alone, it works, when i use it with my jump function it stops working. What can i do?. I tried changing the material of the floor and of the player's box collider to a really slippery one but nothing
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MovePrima : MonoBehaviour
{
[SerializeField]
private float _moveSpeed = 0f;
[SerializeField]
private float _gravity = 9.81f;
[SerializeField]
private float _jumpspeed = 3.5f;
public float speedAccel = 0.01f;
private CharacterController _controller;
private float _directionY;
public float startSpeed;
public float Yspeed = 10f;
private int i = 0;
public float touchSensibility = 50f;
public int accelTime = 600;
[SerializeField]
Rigidbody rb;
// Start is called before the first frame update
void Start()
{
startSpeed = _moveSpeed;
_controller = GetComponent<CharacterController>();
rb = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
rb.velocity = new Vector3(0f, 0f, 1f) * _moveSpeed;
touchControls();
}
public void touchControls()
{
if (SwipeManager.swipeUp && _controller.isGrounded)
{
_directionY = _jumpspeed;
print("Entrato");
}
_directionY -= _gravity * Time.fixedDeltaTime;
_controller.Move((new Vector3(0, _directionY, 0)) * Time.fixedDeltaTime * Yspeed);
i += 1;
if (i % accelTime == 0)
{
_moveSpeed += startSpeed * speedAccel;
i = 0;
}
}
private void OnControllerColliderHit(ControllerColliderHit hit) //Checks if it collided with obstacles
{
if(hit.transform.tag == "Obstacle")
{
GameOverManager.gameOver = true;
}
}
}
You should either use the CharacterController or the Rigidbody. With the CharacterController you tell Unity where to place the character and you have to check yourself if it is a valid position. With the Rigidbody you push it in the directions you want, but the physics around the character is also interfering.
You can use Rigidbody.AddForce to y when jumping instead of _controller.Move.
I just started learning Unity. I tried to make a simple box move by using this script. The premise is, whenever someone presses 'w' the box moves forward.
public class PlayerMover : MonoBehaviour {
public float speed;
private Rigidbody rb;
public void Start () {
rb = GetComponent<Rigidbody>();
}
public void Update () {
bool w = Input.GetButton("w");
if (w) {
Vector3 move = new Vector3(0, 0, 1) * speed;
rb.MovePosition(move);
Debug.Log("Moved using w key");
}
}
}
Whenever I use this, the box doesn't move forward on a 'w' keypress. What is wrong with my code? I thought it might be the way I have my Vector 3 move set up so I tried replacing the z-axis with speed, but that didn't work. Could someone tell me where I am messing up?
You move Rigidbody with Rigidbody.MovePosition and rotate it with Rigidbody.MoveRotation if you want it to properly collide with Objects around it. Rigidbody should not be moved by their position, rotation or the Translate variables/function.
The "w" is not predefined like SherinBinu mentioned but that's not the only problem. If you define it and use KeyCode.W it still won't work. The object will move once and stop.
Change
Vector3 move = new Vector3(0, 0, 1) * speed;
rb.MovePosition(move);
to
tempVect = tempVect.normalized * speed * Time.deltaTime;
rb.MovePosition(transform.position + tempVect);
This should do it:
public float speed;
private Rigidbody rb;
public void Start()
{
rb = GetComponent<Rigidbody>();
}
public void Update()
{
bool w = Input.GetKey(KeyCode.W);
if (w)
{
Vector3 tempVect = new Vector3(0, 0, 1);
tempVect = tempVect.normalized * speed * Time.deltaTime;
rb.MovePosition(transform.position + tempVect);
}
}
Finally, I think you want to move your object with wasd key. If that's the case then use Input.GetAxisRaw or Input.GetAxis.
public void Update()
{
float h = Input.GetAxisRaw("Horizontal");
float v = Input.GetAxisRaw("Vertical");
Vector3 tempVect = new Vector3(h, 0, v);
tempVect = tempVect.normalized * speed * Time.deltaTime;
rb.MovePosition(transform.position + tempVect);
}
"w" is not predefined unless you explicitly define it. Use KeyCode.W
Try this:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMover : MonoBehaviour {
public float speed;
private Rigidbody rb;
void Start () {
rb = GetComponent<Rigidbody>();
}
void Update () {
bool w = Input.GetKey(KeyCode.W);
if (w) {
Vector3 move = new Vector3(0, 0, 1) * speed *Time.deltaTime;
rb.MovePosition(move);
Debug.Log("Moved using w key");
}
}
}
Use Input.GetKey(KeyCode.W) for getting input.
EDIT NOTE:
To move the object relative to its initial position use rb.MovePosition(transform.position+move) rather than rb.MovePosition(move)
Instead of making w a bool, you can use axis, also, in unity editor you should make it so the rigidbody movement is frozen
here is some code
void update()
{
rb.AddForce(Input.GetAxis("Horizontal"));
}
bool w = Input.GetKeyDown(KeyCode.W);
I am attempting to follow a few unity3d exmaples on c# scripting for tower defense style games. I need a turret to 'aim' at another gameobject. The examples I find do not seem to account for a origin that is not at 0,0,0. Meaning, when the turret is in a different location, it aims based on a starting point, not its current location.
how it is behaving now:
http://screencast.com/t/Vx35LJXRKNUm
In the script I am using, how do I give Quaternion.LookRotation information about the current location of the turret for it to include in it's calculation? script, function CalculateAimPosition, line59 :
using UnityEngine;
using System.Collections;
public class TurretBehavior : MonoBehaviour {
public GameObject projectile;
public GameObject muzzleEffect;
public float reloadTime = 1f;
public float turnSpeed = 5f;
public float firePauseTime = .25f;
public Transform target;
public Transform[] muzzlePositions;
public Transform turretBall;
private float nextFireTime;
private float nextMoveTime;
private Quaternion desiredRotation;
private Vector3 aimPoint;
// Update is called once per frame
void Update ()
{
if (target)
{
if (Time.time >= nextMoveTime)
{
CalculateAimPosition(target.position);
transform.rotation = Quaternion.Lerp(turretBall.rotation, desiredRotation, Time.deltaTime * turnSpeed);
}
if (Time.time >= nextFireTime) {
FireProjectile();
}
}
}
void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "TurretEnemy")
{
nextFireTime = Time.time +(reloadTime *.5f);
target = other.gameObject.transform;
}
}
void OnTriggerExit(Collider other)
{
if (other.gameObject.transform == target) {
target = null;
}
}
void CalculateAimPosition(Vector3 targetPosition)
{
aimPoint = new Vector3 (targetPosition.x, targetPosition.y, targetPosition.z);
desiredRotation = Quaternion.LookRotation (aimPoint);
}
void FireProjectile()
{
nextFireTime = Time.time + reloadTime;
nextMoveTime = Time.time + firePauseTime;
foreach(Transform transform in muzzlePositions)
{
Instantiate(projectile, transform.position, transform.rotation);
}
}
}
The error is in the usage of Quaternion.LookRotation.
The function takes two Vector3 as input which are a forward direction in world space (and an optional up vector - default Vector3.up), and returns a Quaternion representing the orientation of such a reference frame.
You are instead supply a world space position as input (targetPosition), which makes no sense. Accidentally a normalized position vector expressed in world space is the direction from origin to the given point, so it works correctly when the tower is placed on the origin.
What you need to use as LookRotation parameter is the world space direction from the tower to the target:
Vector3 aimDir = (targetPosition - transform.position).normalized;
desiredRotation = Quaternion.LookRotation (aimDir );