I'm just started to learn unity and game dev. I have question
I want to create Map. This map will get array from server with "starts" and probably img for current map
User will travel from star to star.
Questions are:
1) Let say I return 11 stars and img for curernt map:
1)- How I can show where are user now. On server I can know that he travel from 2 to 3 star and I know that user will there(star #3) in 4min - how I can put "user point" between 2-3 start and each second move user point closer to 3star?
what is best practies for create dynamic map -- I mean - when user will finish his play on 11 start - i want to return to user new map with new dynamic start and he will start new map travelling
thnak you and sorry for English grammar.
how I can put "user point" between 2-3 start and each second move user
point closer to 3star?
Use Vector2.Lerp to do that. Pass in the first location and the second location, then pass in 0.5(half) to the time parameter It should return the mid point between the first and the second location.
A helper function to do this:
Vector2 getMidPoint(Vector2 userPointA, Vector2 userPointB)
{
return Vector2.Lerp(userPointA, userPointB, 0.5f);
}
I can know that he travel from 2 to 3 star and I know that user will
there(star #3) in 4min
IEnumerator moveWithinTime(GameObject playerToMove, Vector2 fromPointA, Vector2 toPointB, float byTime)
{
float counter = 0;
while (counter < byTime)
{
counter += Time.deltaTime;
playerToMove.transform.position = Vector2.Lerp(fromPointA, toPointB, counter / byTime);
yield return null;
}
}
And to call it, StartCoroutine(moveWithinTime(gameObject, gameObject.transform.position, new Vector2(10f, 10f), 4));
Related
hey guys , So as you can see i made a robot arm grab a slingshot's objectholder with a ball in it. My arm pulls it any direction I want it but I wanted the user to know which box is going to be shot at.
If you're applying an impulse force (or velocity) to your ball and there is gravity in your world, your item will follow the Projectile motion;
Here you can find details about it:
https://en.wikipedia.org/wiki/Projectile_motion
There are basically two main options
calculating it yourself
This is probably way better for performance especially if you want a really simple trajectory preview without accounting for any collision etc
refer to linked article. But it basically comes down to
and would need slightly rework from 2D to 3D physics, should be trivial though since the important part about the Y axis basically stays the same.
You would
Call this simulation with according supposed shoot direction and velocity
Visualize the tracked positions e.g. in a LineRenderer
Physics.Simulate
This allows you to run physics updates manually all within a single frame and actually let the Physics engine handle it all for you
This costs of course a lot of performance but you get all collisions etc accounted for automatically without getting a headache
You would
Make a snapshot of all Rigid bodies in your scene - in order to reset after the simulation
Simulate the desired amount of physics steps (XY seconds ahead) while keeping track of the simulated data
reset everything to the state tracked in step 1
use the simulated data from step 2 to visualize e.g. with a LineRenderer
This might look somewhat like e.g.
public class Prediction : MonoBehaviour
{
public LineRenderer line;
public Rigidbody tracked;
private Rigidbody[] allRigidbodies;
private void Awake()
{
allRigidbodies = FindObjectsOfType<Rigidbody>();
}
private void LateUpdate()
{
// Wherever you would get this from
Vector3 wouldApplyForce;
// Step 1 - snapshot
// For simplicity reasons for now just the positions
// using some Linq magic
var originalPositions = allRigidbodies.ToDictionary(item => item, item => item.position);
// Step 2 - Simulate e.g. 2 seconds ahead
var trackedPositions = new Vector3 [(int) (2 / Time.fixedDeltaTime)];
Physics.autoSimulation = false;
tracked.AddForce(wouldApplyForce);
for(var i = 0; i < trackedPositions.Length; i++)
{
Physics.Simulate(Time.fixedDeltaTime);
trackedPositions[i] = tracked.position;
}
// Step 3 - reset
foreach (var kvp in originalPositions)
{
kvp.Key.position = kvp.Value;
}
Physics.autoSimulate = true;
// Step 4 - Visualize
line.positionCount = trackedPositions.Length;
line.SetPositions(trackedPositions);
}
}
Of course we won't talk about performance here ^^
I have just started unity. I have 4 Images(sprites) aligned in a grid.
As soon as i touch the particular chocolate, its texture changes[I wrote a code for that]. There is a button on screen.After pressing the button, I want to move only those chocolates whose texture has been changed.
I know the following move code but i don't know how to use it here.
void Update () {
float step=speed*Time.deltaTime;
transform.position=Vector3.MoveTowards(transform.position,target.position,step);
}
I just don't know to move that particular sprite whose texture is changed. Thanks
Do you want to be moving the sprites over the course of a duration or instantly?
If it's over the course of a duration I suggest you use Lerp. You can Lerp between two Vector.3's in a time scale. Much cleaner and once learned a very useful function.
Code examples below:
http://docs.unity3d.com/ScriptReference/Vector3.Lerp.html
http://www.blueraja.com/blog/404/how-to-use-unity-3ds-linear-interpolation-vector3-lerp-correctly
However if you want to move it instantly. This can be done very easily using the built in localPosition properties which you can set in or outside the object.
Set your changed sprites Bool moved property (create this) to true on click (if you're using Unity 4.6 UI canvas then look at the IClick interfaces available for registering mouse activity in canvas elements) and then when you press the button, loop through a list in a handler file which contains all your button texture objects and move those that the moved property is set to true for.
foreach(GameObject chocolate in chocolateList)
{
if (chocolate.moved == true)
{
gameObject.transform.localPosition.x = Insert your new x position.
gameObject.transform.localPosition.y = Insert your new y position.
}
}
However please do clarify your intentions so I can help further.
EDIT 1:
I highly suggest you make your sprites an object in the canvas for absolute work clarity. This makes a lot of sense as your canvas can handle these type of things much better. Use Image and assign your image the sprite object (your chocolate piece), define it's width and height and add a script to it called "ChocolatePiece", in this script create two public variables, bool moved and int ID, nothing else is required from this script. Save this new object as your new prefab.
Once you've done this in a handler script attached to an empty gameobject in your canvas make a list of gameobjects:
List<GameObject> chocolatePieces = new List<GameObject>();
You'll want to at the top of your handler script define GameObject chocolatePiece and attach in your inspector the prefab we defined earlier. Then in Start(), loop the size of how many chocolate pieces you want, for your example lets use 4. Instantiate 4 of the prefabs you defined earlier as gameobjects and for each define their properties just like this:
Example variables:
int x = -200;
int y = 200;
int amountToMoveInX = 200;
int amountToMoveInY = 100;
Example instantiation code:
GameObject newPiece = (GameObject)Instantiate(chocolatePiece);
chocolatePieces.Add(newPiece);
newPiece.GetComponent<ChocolatePiece>().ID = i;
newPiece.transform.SetParent(gameObject.transform, false);
newPiece.name = ("ChocolatePiece" + i);
newPiece.GetComponent<RectTransform>().localPosition = new Vector3(x, y, 0);
From this point add to your positions (x by amountToMoveInX and y by amountToMoveInY) for the next loop count;
(For the transform.position, each count of your loop add an amount on to a default x and default y value (the position of your first piece most likely))
Now because you have all your gameobjects in a list with their properties properly set you can then access these gameobjects through your handler script.
I have an issue with trying to get an 'object(character)' to walk around a cube (all sides) within Unity. Ive attached an image and video showing what i am trying to achieve. Im trying to show you visually rather than trying to explain. As the character drops over the edge it rotates 90 degrees and then the stands up like gravity has switched. Then the character can jump walk etc.
This is an example of someone else that posted a video showing exactly what im trying to achieve
I have looked through the forums and cant find what im after. i have tried to attach a diagram but the site wont let me. Any advice would be greatly appreciated!
Regards
Nick
You have a couple of options that I can think of.
One is to trigger the gravity change when the character exits one face of the cube to go to another. To achieve this you would have trigger zones on each edge and face and use a [Bob went from Face A to Edge ANorth -> Switch Gravity to go in X direction].
This would work for situations where the gravity switch must affect other objects too but be advantageous to your player (walking off the side makes an enemy fall off and die - for example.)
However, if you want all entities to stick to their relative sides then we need to make custom gravity! To do this is easier than you might think as gravity is simply a downward accelleration of 9.8. So turn off the engines native gravity and create a "personal gravity" component:
private Vector3 surfaceNormal;
private Vector3 personalNormal;
private float personalGravity = 9.8f;
private float normalSwitchRange = 5.0f;
public void Start()
{
personalNormal = transform.up; // Start with "normal" normal
rigidbody.freezeRotation = true; // turn off physics rotation
}
public void FixedUpdate()
{
// Apply force taking into account character normal as personal gravity:
rigidbody.AddForce(-personalGravity * rigidbody.mass * personalNormal);
}
Rotating your character and changing his normal is then up to you to suit your situation or game mechanic, whether you do that by raycasting if you're standing on a surface to detect when to change it or only want gravity to change when you hit a powerup or similar - experiment and see what works. Comment more if you have questions!
EDIT:
As an addition to the video you linked. You can keep a state variable on the jump state and raycast in each axis direction to check which face is nearest in the case of just rolling off.
public void Update()
{
// we don't update personal normals in the case of jumping
if(!jumping)
{
UpdatePersonalNormal();
}
}
public void UpdatePersonalNormal()
{
RaycastHit hit; //hit register
// list of valid normals to check (all 6 axis)
Ray[] rays =
{
Vector3.up, Vector3.down,
Vector3.left, Vector3.right,
Vector3.forward, Vector3.backward
};
//for each valid normal...
foreach(Ray rayDirection in rays)
{
//check if we are near a cube face...
if(Physics.Raycast(rayDirection , hit, normalSwitchRange)
{
personalNormal = hit.Normal; //set personal normal ...
return; // and return as we are done
}
}
}
Please keep in mind that the above is completely hand written and not tested but play with it and this pseudo start should give you a good idea of what to do.
I need to find a way to have the kinect only recognize objects in a certain Range. The problem is that in our setup there will be viewers around the scene who may disturb the tracking. Therefore I need to set the kinect to a range of a few meters so it won't be disturbed by objects beyond that range. We are using the SimpleOpenNI library for processing.
Is there any possibility to achieve something like that in any way?
Thank you very much in advance.
Matteo
You can get the user's centre of mass(CoM) which retrieves a x,y,z position for a user without skeleton detection:
Based on the z position you should be able to use a basic if statement for your range/threshold.
import SimpleOpenNI.*;
SimpleOpenNI context;//OpenNI context
PVector pos = new PVector();//this will store the position of the user
ArrayList<Integer> users = new ArrayList<Integer>();//this will keep track of the most recent user added
float minZ = 1000;
float maxZ = 1700;
void setup(){
size(640,480);
context = new SimpleOpenNI(this);//initialize
context.enableScene();//enable features we want to use
context.enableUser(SimpleOpenNI.SKEL_PROFILE_NONE);//enable user events, but no skeleton tracking, needed for the CoM functionality
}
void draw(){
context.update();//update openni
image(context.sceneImage(),0,0);
if(users.size() > 0){//if we have at least a user
for(int user : users){//loop through each one and process
context.getCoM(user,pos);//store that user's position
println("user " + user + " is at: " + pos);//print it in the console
if(pos.z > minZ && pos.z < maxZ){//if the user is within a certain range
//do something cool
}
}
}
}
//OpenNI basic user events
void onNewUser(int userId){
println("detected" + userId);
users.add(userId);
}
void onLostUser(int userId){
println("lost: " + userId);
users.remove(userId);
}
You can find more explanation and hopefully useful tips in these workshop notes I posted.
I would like to associate the same script to different empty objects I just use as placeholders in the game. The aim is to exploit their positions so that when the user touch a point in the screen, close to one of these objects, a dedicate GUI appears. The problem is that though the two objects are different their scripts seem to influence each other so that when the game is running and I touch one of these two objects both the gui appears. What am I doing wrong?
....
private var check: boolean;
var topCamera : Camera;
var customSkin : GUISkin;
function Update () {
if (Input.GetMouseButtonDown(0)){
if(Input.mousePosition.x > this.transform.position.x - Screen.width*0.20 && Input.mousePosition.x < this.transform.position.x + Screen.width*20){
if(Input.mousePosition.y > this.transform.position.y - Screen.height*0.2 && Input.mousePosition.y < this.transform.position.y + Screen.height*0.2){
check = true;
}
}
}
if(check){
//the camera zooms forward
}else{
//the camera zooms backward
}
}
function OnGUI () {
if (this.check){
var w = Screen.width;
var h = Screen.height;
var bw = 0.083;
var bws = 0.001 *w;
GUI.skin = customSkin;
GUI.Box(new Rect(w*0.6,h*0.3,w*0.38,h*0.45), "Stuff");
customSkin.box.fontSize = 0.04*h;
customSkin.textField.fontSize = 0.08*h;
customSkin.button.fontSize = 0.04*h;
textFieldString = GUI.TextField (Rect (w*0.62, h*0.39, w*0.34, h*0.1), textFieldString);
if (GUI.Button (Rect (w*0.62,h*0.50, w*bw, h*0.1), "+")) {
if (this.check){
this.check=false;
}else{
this.check = true;
}
//...
}
//...
}
This is probably not working, because you are comparing apples with oranges in your Update() function. Input.mousePosition returns the the position in 2D pixel coordinates and transform.position returns the GameObject's position in 3D world coordinates.
To check if you clicked on an object, you need to attach a Collider to the game object in question and test for collisions using a Raycast in your script. Here is the relavant example from the documentation in JavaScript:
var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
if (Physics.Raycast (ray, 100)) {
print ("Hit something");
}
The cool thing about this approach is that we are checking for collisions between the Collider and the ray. If you only want to see if you clicked near the GameObject, just make the Collider larger than the GameObject. No need for messing around with inequalities!
If your objective is to click somewhere close to the object and not only at the object, then you have some configurations (positions of those objects in space) where there are space that are close enough to both objects for their GUI to appear and therefore you need some script to decide which one is closer.
I suggest you to implement a monobehaviour that is a singleton that would track those clicks and measure the distance of all objects, to get the closest.
Reading again your post, I think you want to get the GUI just when you click at the object, and when you do this you get both GUIs. I think that's happening because wrong calculation of the area that makes check to go true.
Can you give more details? Is there some space where there shouldn't have GUI messages when clicked, or is everything filled by those objects?