The code I am using currently makes the enemy notice me at a distance then follow me if I get closer. The issue I am having is with how they move. I am building a Minecraft style game but I cant get the enemies to stay on the ground and jump up each block like I have too with the fps controller. They just seem to float the shortest distance possible towards me.
Code:
var target : Transform; //the enemy's target
var moveSpeed = 3; //move speed
var rotationSpeed = 3; //speed of turning
var range : float=10f;
var range2 : float=10f;
var stop : float=0;
var myTransform : Transform; //current transform data of this enemy
function Awake()
{
myTransform = transform; //cache transform data for easy access/preformance
}
function Start()
{
target = GameObject.FindWithTag("1Player").transform; //target the player
}
function Update () {
//rotate to look at the player
var distance = Vector3.Distance(myTransform.position, target.position);
if (distance<=range2 && distance>=range){
myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
}
else if(distance<=range && distance>stop){
//move towards the player
myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
}
else if (distance<=stop) {
myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
}
}
Okay now here is what you are missing:
1.Lock the rotation on x and z axis to zero
myTransform.eulerAngles = new Vector3(0f, myTransform.eulerAngles.y, 0);
Just add this line at the end.
2.Make a short distance raycast in front of the AI and if it detects some obstacle, stop the current movement and move by y axis, if there is no obstacle move like you wrote in your script.
As for the raycasting goes, there is no need for me to write it here, you can find more info about it in Unity3D documentation here:
http://docs.unity3d.com/ScriptReference/Physics.Raycast.html and this tutorial is good for staters: https://unity3d.com/learn/tutorials/modules/beginner/physics/raycasting
Related
I'm making a 3d pool game and I stuck with this problem.
I can't find the needed function to add an impulse to a ball which will make the ball to spin.
In other words, how to set the AIM point from where I want to add the impulse?
If I use AddForce or AddTorque, it seems that it calculates it from the Center of the Ball.
But how to specify the aim point (Left english, Right english, etc...)?
And how to route the ball to the camera direction after a cue hit the ball?
At first look I think you should check Rigidbody.AddForceAtPosition. You should calculate the aim points somehow in world coordinates also.
I am relatively new on Unity but the main idea came to my mind first rotate the cue vector by y axis by a small amount angle, then calculate the hit point for each regions by casting physics ray then finally apply impulse by using Rigidbody.AddForceAtPosition. I tried to write a sample code:
public class SphereController : MonoBehaviour {
private Vector3 cueStartPoint;
void Start () {
cueStartPoint = new Vector3(0, 0.5f, -13f);
}
void Update () {
//direction from cue to center
var direction = transform.position - cueStartPoint;
//rotate cue to aim right english
var angleForRightEnglish = 5f;
var directionForRight = Quaternion.AngleAxis(angleForRightEnglish, Vector3.up) * direction;
Debug.DrawRay(cueStartPoint, directionForRight, Color.red, 10f);
//rotate cue to aim right english
var angleForLeftEnglish = -5f;
var directionForLeft = Quaternion.AngleAxis(angleForLeftEnglish, Vector3.up) * direction;
Debug.DrawRay(cueStartPoint, directionForLeft, Color.blue, 10f);
//try a sample hit from right
if (Input.GetKeyDown(KeyCode.RightArrow)) {
var forceMagnitude = 1f;
var hitForce = forceMagnitude * directionForRight.normalized;
//calculate right hit point on sphere surface
RaycastHit hitInfo;
if (Physics.Raycast(cueStartPoint, directionForRight, out hitInfo)) {
var rightHitPoint = hitInfo.point;
gameObject.GetComponent<Rigidbody>().AddForceAtPosition(hitForce, rightHitPoint, ForceMode.Impulse);
}
}
//try a sample hit from left
if (Input.GetKeyDown(KeyCode.LeftArrow)) {
var forceMagnitude = 1f;
var hitForce = forceMagnitude * directionForLeft.normalized;
//calculate left hit point on sphere surface
RaycastHit hitInfo;
if (Physics.Raycast(cueStartPoint, directionForLeft, out hitInfo)) {
var leftHitPoint = hitInfo.point;
gameObject.GetComponent<Rigidbody>().AddForceAtPosition(hitForce, leftHitPoint, ForceMode.Impulse);
}
}
}
}
this script should be added to ball as component of course, hope this helps.
I am trying to build a game where the AI needs to keep running away from the player and keep collecting randomly spawning collectables on the map. How do I make it rotate towards a newly spawned collectible object?
Both player and opponent need to move peculiarly, as shown in the code below..
if (touch.position.x < Screen.width / 2 && touch.position.y < Screen.height / 2) {
Player.Rotate (0, 0, 5);
}
if (touch.position.x > Screen.width / 2 && touch.position.y < Screen.height / 2) {
Player.Rotate (0, 0, 5);
}
The Opponent also is constantly moving in the forward direction based on the rotation angle, hence just need to rotate the opponent in the right direction
void Update(){
transform.position += transform.up * Time.deltaTime * EnemySpeed;
}
Here is my code for Opponent AI to find the collectible's position and rotate towards it
void AIControls ()
{
if (GameManager.Instance.CollectibleReady) {
//rotate towards collectible Item
Vector3 opponentPos = transform.position;
foodPos.x = foodPos.x - opponentPos.x;
foodPos.y = foodPos.y - opponentPos.y;
angle = Mathf.Atan2 (foodPos.y, foodPos.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.Euler (new Vector3 (0, 0, angle));
} else {
//Wander aimlessly avoid the player
}
}
This is not working correctly, The opponent wont rotate towards the newly spawned collectible item. Please Help!
I think Quaternion.LookRotation can help you - http://docs.unity3d.com/ScriptReference/Quaternion.LookRotation.html
So you could write something like:
var directionToFood = foodPos - transform.position;
transform.rotation = Quaternion.LookRotation(directionToFood, Vector3.up);
Ok so after playing around for a while I got what I wanted, adding the code here for someone who might find this useful.
void AIControls ()
{
if (GameManager.Instance.CollectibleReady) {
//rotate towards collectible Item
Vector3 opponentPos = Camera.main.WorldToScreenPoint (this.transform.position);
Vector3 foodtPos = Camera.main.WorldToScreenPoint (food.transform.position);
Vector3 relativePos = foodPos - opponentPos;
float angle = Mathf.Atan2 (relativePos.y, relativePos.x) * Mathf.Rad2Deg;
this.transform.rotation = Quaternion.Euler (new Vector3 (0, 0, angle - 90));
}
}
Thanks everyone for looking into the matter!
I have an object called 'Player' in my scene.
I also have multiple objects called 'Trees'.
Now I'd like whenever the user clicks on a 'Tree', the 'Player' to move slowly to that position (using Lerp or moveTowards) is both O.K for me.
Now I have 2 issues with this code:
I'd like this code to be generic
Whenever I click a tree object I'd like this to move the player towards that tree. I don't want to write up this script and attach it to each tree object.
Where should I put the script?
Currently I attach this code to every tree object.
How should I write it down so that it applies to every tree object
in the scene?
If another click is made while moving, cancel previous movement and start moving to new position
How should I write it so that if I click on another object while the
player is moving towards another object that was clicked, the players stops moving towards it's previous position, and starts
moving towards the new point.
I'm having some trouble adjusting to the new UnityScript thingy. I come strictly from a Javascript background and it really seems like the 2 of them are languages with very different semantics. So if someone answers this with code(which is what I would want:) ), I'd appreciate some verbose comments as well.
I currently do this:
var playerIsMoving = false;
Public playerObject: Gameobject; //I drag in the editor the player in this public var
function update(){
var thisTreePosition = transform.point; //this store the X pos of the tree
var playerPosition = player.transform.point;
if(playerIsMoving){
player.transform.position = Vector2.MoveTowards(playerPosition, thisTreePosition, step);
}
}
function OnMouseDown(){
playerIsMoving = true;
}
I'm writing this from home where I don't have Unity and I forgot the code syntax therefore expect the above code to have typos or issues, at work it works just fine, apart from being very crude and unsophisticated.
I would recommend you to put the movement Script on the player. And how abour using Raycast to the test whether you hit a tree?
http://docs.unity3d.com/ScriptReference/Physics.Raycast.html
Vector3 positionToWalkTo = new Vector3();
void Update() {
if (Input.GetMouseButtonDown(0)) {
RaycastHit hit;
Ray ray = new Ray(transform.position, direction);
if (Physics.Raycast(ray, out hit))
if (hit.gameObject.tag.Equals("tree")){
positionToWalkTo = hit.gameObject.transform.position;
}
}
float step = speed * Time.deltaTime;
transform.position = Vector3.MoveTowards(transform.position, positionToWalkTo, step);
}
To get something like this running, you should tag all the trees.
'JavaScript'
var target: Transform;
// Speed in units per sec.
var speed: float;
function Update () {
if (Input.GetMouseButtonDown(0)) {
var hit: RaycastHit;
var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
// Raycasting is like shooting something into the given direction (ray) and hit is the object which got hit
if (Physics.Raycast(ray, hit)) {
if (hit.gameObject.tag = "tree")
target = hit.gameObject.transform.position; // Sets the new target position
}
}
// The step size is equal to speed times frame time.
var step = speed * Time.deltaTime;
// Move our position a step closer to the target.
transform.position = Vector3.MoveTowards(transform.position, target.position, step);
}
Okay, so I've done it myself (with some help from Freshchris's answer).
Here it is:
var target:Vector2;
var targetObject:GameObject;
var initialY:float;
var tolerance = 1;
var speed = 3;
var isMoving = false;
function Start(){
target = transform.position;
}
function Update () {
if (Input.GetMouseButtonDown(0)) {
var hit: RaycastHit2D = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero); //raycast the scene
// if we hit something
if (hit.collider != null) {
isMoving=true; //it should start moving
targetObject = hit.collider.gameObject; //the target object
target = hit.collider.gameObject.transform.position;
}
}
// The step size is equal to speed times frame time.
var step = speed * Time.deltaTime;
// if it should be moving - move it - and face the player to the correct direction
if (isMoving){
if(transform.position.x>target.x){
gameObject.transform.localScale.x = -0.7;
}else {
gameObject.transform.localScale.x = 0.7;
}
transform.position = Vector2.MoveTowards(transform.position, target, step);
}
// if it reached the target object by a specified tolerance, tell it to stop moving
if(isMoving){
if((transform.position.x < target.x+tolerance)&&(transform.position.x > target.x-tolerance)){
print("position reached"); //this is fired just once since isMoving is switched to false just one line below
print(targetObject);
isMoving=false;
}
}
}
I have the following code which works really well for scrolling map using the draggable mouse. I am trying to define limits so that I cannot scroll too far in either the x or y co-ordinates. I've seen various examples of code, such as:
"transform.position.x = Mathf.Clamp(-100, 100);" though have not been able to incorporate it into the code. I am a bit of a beginner to all this and have just done a 2D tutorial animating zombies and have a camera that can scroll, but would like to add limits to how far it can scroll in any given directions.
Thanks heaps
Adam
using UnityEngine;
using System.Collections;
public class ViewDrag : MonoBehaviour {
Vector3 hit_position = Vector3.zero;
Vector3 current_position = Vector3.zero;
Vector3 camera_position = Vector3.zero;
float z = 0.0f;
// Use this for initialization
void Start () {
}
void Update(){
if(Input.GetMouseButtonDown(0)){
hit_position = Input.mousePosition;
camera_position = transform.position;
}
if(Input.GetMouseButton(0)){
current_position = Input.mousePosition;
LeftMouseDrag();
}
}
void LeftMouseDrag(){
// From the Unity3D docs: "The z position is in world units from the camera." In my case I'm using the y-axis as height
// with my camera facing back down the y-axis. You can ignore this when the camera is orthograhic.
current_position.z = hit_position.z = camera_position.y;
// Get direction of movement. (Note: Don't normalize, the magnitude of change is going to be Vector3.Distance(current_position-hit_position)
// anyways.
Vector3 direction = Camera.main.ScreenToWorldPoint(current_position) - Camera.main.ScreenToWorldPoint(hit_position);
// Invert direction to that terrain appears to move with the mouse.
direction = direction * -1;
Vector3 position = camera_position + direction;
transform.position = position;
}
}
What exactly is the error you are getting? I imagine it is something along the lines of being unable to modify the return value of position because it is not a variable.
If this is the case, you should however be able to set the whole position vector at once. So try something along the lines of this:
var pos = transform.position;
transform.position = new Vector3(
Math.clampf(pos.x, -100, 100),
Math.clampf(pos.y, -100, 100),
pos.z
);
You may need to swap around clamping Y and Z, depending on how you are using them.
At the moment I have a script which when you hit a cube, it follows the player...but when you stand still it overlaps you. What I want is to be able to set the position of the cube to five steps behind the player at all times...how would i do this?
GameObject.Find("Cube2").transform.position = Vector3(0.5, 0.5, 0.5);
That is what I have tried so far, but that just makes the cube disappear?
the script in its entirety:
static var target : Transform; //the enemy's target
var moveSpeed = 3; //move speed
var rotationSpeed = 3; //speed of turning
var Player = GameObject.Find("Player").transform.position;
var Cube2 = GameObject.Find("Cube2").transform.position;
var myTransform : Transform; //current transform data of this enemy
function Awake()
{
//myTransform = transform; //cache transform data for easy access/preformance
}
function Start()
{
//target = GameObject.FindWithTag("Player1").transform; //target the player
}
//var distance = Vector3.Distance(Player.transform.position, Cube2.transform.position);
//Debug.Log(distance);
function Update () {
Debug.Log(Player);
//var distance = Vector3.Distance(Player.transform.position, Cube2.transform.position);
//var distance = Vector3.Distance(player_distance, cube_distance);
// if (distance > 5)
// {
if (target == GameObject.FindWithTag("Player").transform)
{
//rotate to look at the player
GameObject.Find("Cube2").transform.position = Vector3(0.5, 0.5, 0.5);
myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
//move towards the player
myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
}
//}
}
Like I said, I don't know unity really (had a 5 minute play with it)
In honesty it looks like you've pretty much got it - not sure why you can't get it working:
This is what should work: (assuming the quarternion calls are correct) - this is using latest Unity reference from the site so it might be diff to what works for you (what version of Unity you on?)
// Params
var moveSpeed = 3; // Move speed
var rotationSpeed = 3; // Speed of turning
// Find game objects
var Player = GameObject.Find("Player");
var Cube2 = GameObject.Find("Cube2");
function Update ()
{
// Vector from cube pos to player pos (vector math: target - position = vector to target from pos)
var dir = Player.transform.position - Cube2.transform.position;
// If the distance is over 5 units
if(dir.magnitude > 5.0f)
{
// Rotate towards player
Cube2.transform.rotation = Quaternion.Slerp(Cube2.transform.rotation, Quaternion.LookRotation(dir), rotationSpeed * Time.deltaTime);
// Move forward at specified speed
Cube2.transform.position += Cube2.transform.forward * moveSpeed * Time.deltaTime;
}
}
That should do it - if not let me know what happens (or if you get compilation errors) - like I said I don't really know Unity but I've had a look and I'm familiar with 3D/game programming