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.
Related
I'm pretty new to VR development with Unity, what I need to do is to grab a clockwork object and rotate it around its pivot by moving the right hand controller, like if I had to do that in real life
Here's the scenario:
Here's the code I'm using in Update:
public class Box1: MonoBehaviour {
public Transform rightHandTransf;
Vector3 handPosition;
void Update(){
Vector3 rhPos = rightHandTransf.position;
Quaternion rhRot = rightHandTransf.rotation;
// clockworkM Rotation
rhPos.z = clockworkM.transform.position.z - Camera.main.transform.position.z;
handPosition = Camera.main.WorldToScreenPoint(rhPos);
clockworkM.transform.rotation = Quaternion.LookRotation(Vector3.back, handPosition - clockworkM.transform.position);
}
}
What I get is that wherever I move the hand, the clockwork rotates just a little bit, and if I rotate the headset, the clockwork rotates based on my X axis rotation with my headset
Weird behavior, I have no idea what I'm doing wrong :(
I have a ball which we can throw here and there in my game. I want my cinemachine vcam to move only in the x direction with the ball. And just look up to the ball while its in air. I don't want the camera to move in y direction along it too.
I have set the look at and follow fields to the ball only. All i want it the camera to not follow the ball in y. (Basically, follow the ball in x, and keep looking at it in the air)
How can I achieve this is the most trivial and beautiful way possible? (open to scripts, but the lesser code the better)
as i've just tested, You can write a script that attaches to your camera, where you create a new vector3 with the x of your ball, and the frozen Y values that you want here's an exemple:
public class CameraController : MonoBehaviour
{
//Assign your ball in the inspector
public Transform target;
// Update is called once per frame
void Update()
{
//Here i assumed that you want to change the X
Vector3 newCamPosition = new Vector3(target.position.x, yourValue, yourValue);
gameObject.transform.position = newCamPosition;
}
}
Hope It helped <3
I have a planet and a player moving on it using gravity. I would like to have a camera to follow the player around it. Using the Parent Constraint component works perfectly, but I want to delay the rotation follow, so I have to use a script. I just cannot figure out how to make it follow it around the globe. I either have a camera that completely freaks out, or a camera that sort of follows the player but doesn't move over the planet and always stays in front of it. And often the position following works, but as soon as I add something that changes rotation it only does that. I've tried many different scripts but nothing works. I'm grateful for any help.
EDIT
I'm sorry for not adding an example. At the moment I've tried this script attached to the camera:
public class CameraFollow : MonoBehaviour
{
public GameObject player;
private Vector3 offset;
void Start()
{
offset = transform.position - player.transform.position;
}
void LateUpdate()
{
transform.rotation = Quaternion.Slerp(transform.rotation, player.transform.rotation, 50f * Time.deltaTime);
transform.position = player.transform.position + offset;
}
The camera does mimic the rotation of the player, but the position isn't being follow correctly anymore. It seems mostly stuck in place, moving only very slightly.
In order to have a camera following a GameObject, you need to go to the camera you want following the GameObject, select Add component, write FollowPlayer, press New script, and then press select and add. Edit the script so it contains the following:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FollowPlayer : MonoBehaviour
{
public Transform player;
public Vector3 offset;
// Update is called once per frame
void Update()
{
transform.position = player.position + offset;
}
}
Then, you will need to drag and drop the GameObject you want the camera to follow, in the "Player" box.
Define the offset of the camera from the GameObject, and your'e good to go.
My 3d ball was moving continuously in the forward direction so I want to give X-rotation for this plus game player was dragging ball horizontally on the screen so for this horizontal movement, I want to give Z-rotation.
To achieve my desire, the result I have made ball parent and child game objects, where parent game object only contains collider and rigidbody and this will do the actual physical movement.
Another side, child game object only contains mesh renderer, this will do desire rotation.
Following image gives you more idea about my structure:
Ball Parent:
Ball Child:
For giving rotation to ball mesh as like parent physics ball, I have written this code:
public class BallMeshRolling : MonoBehaviour
{
private Vector3 ballLastPosition;
void Start ()
{
ballLastPosition = transform.parent.position;
}
void Update ()
{
//implementation-1
//float speed = Vector3.Distance (transform.parent.position, ballLastPosition) * 30f;
//transform.RotateAround (transform.position, Vector3.right, speed);
//implementation-2
//Vector3 differenceInPosition = (transform.parent.position - ballLastPosition).normalized;
//transform.Rotate (differenceInPosition * 10f);
//implementation-3
Vector3 differenceInPosition = (transform.parent.position - ballLastPosition).normalized * 50f;
Quaternion rotation = Quaternion.LookRotation(differenceInPosition);
transform.rotation = rotation;
ballLastPosition = transform.parent.position;
}
}
But none of the above ways working properly, so I expect some other better suggestions from your side.
EDIT: Overall I am trying to achieve something like this:
Catch up - Ketchapp - Highscore 1274
There is a tutorial series from Unity about rolling and moving a 3d ball that can help you to figure out the basics for your problem. Wish it could help.
Roll-a-ball tutorial in Unity Tutorials
I'm trying to learn Unity by myself. I'm recreating pong in 3d with Unity objects. I started a few minutes ago and every time I throw any input into the pad its y coordinate shifts to 2.6, I have no idea why. Can someone help?
public class PadMovement : MonoBehaviour {
private CharacterController pad;
private Vector3 direction;
private Vector3 movement;
[SerializeField] private float speed = 50.0f;
// Use this for initialization
void Start() {
pad = GetComponent<CharacterController>();
}
// Update is called once per frame
void Update() {
direction = new Vector3(Input.GetAxis("Horizontal"), 0, 0);
movement = direction * speed;
pad.Move(movement * Time.deltaTime);
}
}
SOLVED: there was a capsule collider out of place!
Afternoon, I recently copied your code into a 'Unity3d', ".cs", File and actually I created a cube and placed my game into a 2d mode, After this I named my file "PadMovement", after that I dragged it onto my newly created cube, Once I had done that I tried to click play and noticed that my cube didn't have a "CharacterController", attached to my cube, Once I had done that and clicked play I was eligible to have my "paddle", smoothly move around the screen # 50.0f along the X axis.
Knowingly, My Input came from the "Character Controller", My Speed came from the Serial field you had for speed!
Do you by any chance have a CapsuleCollider Component or some other collider on the same GameObject that you have this PadMovement Component on? That sounds like a height where it might just be trying to pop the object out of ground collision.
It should be harmless if that's all it is. If you really want an object to be at y of 0 you can attach it to a parent object and have that parent stay at 0.