With the Unity 5.1 and Oculus SDK 0.6 and the new built-in Virtual Reality Supported check-box, I cannot seem to change the camera's position in VR.
Of course I can change the camera's Tranform Position component numbers (i.e. x and y and z) but when I run in play mode, it becomes obvious that Oculus' seeing camera has not moved.
How do I move/change the Oculus' perspective, to adjust how the Unity world is seen through the 2 lenses?
Add a parent GameObject to the camera and move that one, don't modify the VR camera.
Expanding on Krzysztof's answer, I usually use something like this (I attach this component to the VR Camera, give it an empty game object as a parent, then set that game object to be the vrCameraHolder):
[RequireComponent(typeof(Camera))]
public class VRPlayer : MonoBehaviour
{
// set to be the parent of this object
public Transform vrCameraHolder;
// simple utility functions
public static Quaternion LocalToWorldRotation(Transform t, Quaternion localRot)
{
return t.rotation * localRot;
}
public static Quaternion WorldToLocalRotation(Transform t, Quaternion rot)
{
return Quaternion.Inverse(t.rotation) * rot;
}
// Gets the body part position in world space
public Vector3 GetBodyPartPosition(UnityEngine.XR.XRNode bodyPart)
{
return vrCameraHolder.localToWorldMatrix.MultiplyPoint(UnityEngine.XR.InputTracking.GetLocalPosition(bodyPart));
}
// Gets the body part rotation in world space
public Quaternion GetBodyPartRotation(UnityEngine.XR.XRNode bodyPart)
{
return LocalToWorldRotation(vrCameraHolder, UnityEngine.XR.InputTracking.GetLocalRotation(bodyPart));
}
// moves entire player body so that this becomes true
public void SetBodyPartPosition(UnityEngine.XR.XRNode bodyPart, Vector3 pos)
{
Vector3 bodyPartPos = vrCameraHolder.localToWorldMatrix.MultiplyPoint(UnityEngine.XR.InputTracking.GetLocalPosition(bodyPart));
vrCameraHolder.position += pos - bodyPartPos;
}
// if you want to change rotation you should probably only use this to keep the headset tilted the same way (y axis is up, so 0 is forward along x axis, 180 is backwards along x axis, 90 and 270 are along z axis, etc.)
public void SetBodyPartYRotation(UnityEngine.XR.XRNode bodyPart, float yRot)
{
Vector3 curRot = GetBodyPartRotation(bodyPart).eulerAngles;
SetBodyPartRotation(bodyPart, new Vector3(curRot.x, yRot, curRot.z));
}
// rotates entire player body so that this becomes true (but doesn't change position)
public void SetBodyPartRotation(UnityEngine.XR.XRNode bodyPart, Quaternion rot)
{
Quaternion curWorldRot = GetBodyPartRotation(bodyPart);
Quaternion cancelOutWorldRot = Quaternion.Inverse(curWorldRot);
float angle1;
Vector3 axis1;
cancelOutWorldRot.ToAngleAxis(out angle1, out axis1);
Vector3 bodyPartPosition = GetBodyPartPosition(bodyPart);
vrCameraHolder.RotateAround(bodyPartPosition, axis1, angle1);
// now player rotation = not rotated
float angle2;
Vector3 axis2;
rot.ToAngleAxis(out angle2, out axis2);
vrCameraHolder.RotateAround(bodyPartPosition, axis2, angle2);
}
// rotates entire player body so that this becomes true (but doesn't change position)
public void SetBodyPartRotation(UnityEngine.XR.XRNode bodyPart, Vector3 eulerAngles)
{
SetBodyPartRotation(bodyPart, Quaternion.Euler(eulerAngles));
}
}
Related
I'm trying to get an object to rotate smoothly on the z axis when it comes into contact with a collider. However it just seems to snap really quickly and I can't find a way to smooth this out.
I've split the rotation out into 2 scenarios - one for when the player enters the collider (which needs to be smooth), and one for when the player is already in the collider (which needs to be snappy). this is so that when the player enters the objects gravity (collider) he'll rotate smoothly before falling to the ground. However, if the player is already within the objects gravitational pull, its snappy so they can run on the ground (a circle) without any wierd floating or rolling occuring.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GravitationalBody : MonoBehaviour
{
[Range(0, 0.3f)] [SerializeField] private float m_OrientationSmoothing = 0.3f; // How much to smooth out the movement
void OnTriggerEnter2D(Collider2D obj) {
// Define direction of gravity
Vector3 gravityDirection = transform.position - obj.transform.position;
// apply gravity to all objects within range
obj.GetComponent<Rigidbody2D>().AddForce(gravityDirection);
orientObjects(obj, gravityDirection, true);
}
void OnTriggerStay2D(Collider2D obj)
{
// Define direction of gravity
Vector3 gravityDirection = transform.position - obj.transform.position;
// apply gravity to all objects within range
obj.GetComponent<Rigidbody2D>().AddForce(gravityDirection);
orientObjects(obj, gravityDirection, false);
}
// Control players Z axis rotation to point toward center of planets
void orientObjects(Collider2D obj, Vector3 gravityDirection, bool lerp)
{
float orientation = 90 + Mathf.Atan2(gravityDirection.y, gravityDirection.x) * Mathf.Rad2Deg;
if (lerp)
{
Quaternion q = Quaternion.AngleAxis(orientation, Vector3.forward);
obj.transform.rotation = Quaternion.Lerp(obj.transform.rotation, q, m_OrientationSmoothing * Time.deltaTime);
}
else obj.transform.rotation = Quaternion.Euler(0f, 0f, orientation);
}
}
I don't know if it will help but if you want a smooth rotation look at this code, I'm sure you can find inspiration here:
[SerializeField] float _degreesPerSecond = 30f;
[SerializeField] Vector3 _axis = Vector3.forward;
void Update ()
{
transform.Rotate( _axis.normalized * _degreesPerSecond * Time.deltaTime );
}
I'm attempting to make the ability to slide in an FPS game I'm working on and I've tried rotating the player object but when tested, it does nothing. Pressing the slide key I have assigned does nothing but rotate the player object in the Y and Z axis (I'm trying to rotate it on the X axis)
Here's the code I'm using (only relevant parts have been kept in):
public class SlideMovementScript : MonoBehaviour
{
public Rigidbody rig;
public CapsuleCollider capcol;
public GameObject player;
public float originalHeight;
public float reducedHeight;
public float slideSpeed = 10f;
// Start is called before the first frame update
void Start()
{
capcol = GetComponent<CapsuleCollider>();
rig = GetComponent<Rigidbody>();
originalHeight = capcol.height;
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.LeftControl) && Input.GetKey(KeyCode.W))
Sliding();
else if (Input.GetKeyUp(KeyCode.LeftControl))
GoUp();
}
private void Sliding()
{
capcol.height = reducedHeight;
player.transform.localRotation = Quaternion.Euler(1.599f, 0f, 0f);
rig.AddForce(transform.forward * slideSpeed, ForceMode.VelocityChange);
}
private void GoUp()
{
GetComponent<CapsuleCollider>().height = originalHeight;
player.transform.localRotation = Quaternion.Euler(0f, 0f, 0f);
}
}
I've gotten ZERO error messages from this but I haven't managed to find the problem
Another problem I've also had is when you start sliding, it just instantly rotates the Player object to X 1.599 Y 0 Z 0. I want it to rotate to where the player is facing but I haven't found a way to do it, even using transform.foward or other references won't work.
The Explanation (skip to script if you want) (read notes)
I reccomend using Quaternion's methods. You can use Quaternion.Slerp which can smooth out the rotation towards the player.
Slerp means spherical linear interpolation
Basically, Slerp is a 3 argumented method. the first argument is the current rotation, the second argument is the target rotation, and the third is at which point between those two you want to output.
More simply, Lerp is linear interpolation. Lerps arguments are the same, except it handles floats and not Quaternions. If you Mathf.Lerp(0,1,1); you will get 1, because 1 is all the ay to the second argument. If you do Mathf(0, 3, 0.5); you will get 1.5 because 1.5 is halfway (0.5) between them both.
You can imagine slerp like that, if you give rotation (90, 0, 0) and alerp it to (0, 0, 0) by 0.5 you will get (45, 0, 0).
On this example, I slerp from the current rotation, to the target rotation, by delta time. This way, as time goes on, it slightly increases the current rotation to be the target.
I can create the target as 1.599 rotated on the x.
To make this relative Make a parent game object to the player containing the mesh and rigidbody and maybe the collider (depends if you want the collider upright). I will call this "slidePlayer" slidePlayer must be a child of the player gameObject
Notes
Make sure to have slidePlayer to a gameObject that is a child of player, but must have the player mesh or sliding won't be visible.
Change rot to the target rotation.
Change speed to speed to rotate to the target rotation.
Here is your script I changed:
public class SlideMovementScript : MonoBehaviour
{
public Rigidbody rig;
public CapsuleCollider capcol;
public GameObject player;
public GameObject slidePlayer;
public float originalHeight;
public float reducedHeight;
public float slideSpeed = 10f;
// Start is called before the first frame update
void Start()
{
capcol = GetComponent<CapsuleCollider>();
rig = GetComponent<Rigidbody>();
originalHeight = capcol.height;
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.LeftControl) && Input.GetKey(KeyCode.W))
Sliding();
else if (Input.GetKeyUp(KeyCode.LeftControl))
GoUp();
}
private void Sliding()
{
capcol.height = reducedHeight;
Quaternion rot = Quaternion.Euler(1.599f, 0f, 0f);
float speed = 1f;
Quaternion curRot = slidePlayer.transform.localRotation;
slidePlayer.transform.localRotation = Quaternion.Slerp(curRot, rot, Time.deltaTime * speed);
rig.AddForce(transform.forward * slideSpeed, ForceMode.VelocityChange);
}
private void GoUp()
{
GetComponent<CapsuleCollider>().height = originalHeight;
Quaternion rot = Quaternion.Euler(0f, 0f, 0f);
float speed = 3f;
Quaternion curRot = slidePlayer.transform.localRotation;
slidePlayer.transform.localRotation = Quaternion.Slerp(curRot, rot, Time.deltaTime * speed);
}
}
Let me know if there are any problems in coments. Thanks.
I am making a 3D Planet roaming game. The Planet itself is 3D, but every object in the scene will be 2D. As the player walks around the planet, their rotation relative north changes, and thus, if objects are placed statically in the scene, sometimes objects will appear upside down. I basically want every object to be tangential to the sphere, while still maintaining its "uprightness".
Vector3 pos = transform.position;
Vector3 planetPos = Planet.transform.position;
Vector3 direction = (planetPos - pos).normalized; // Calculate Tangent
transform.rotation = Quaternion.Euler(direction);
transform.Rotate(new Vector3(90, 0, 0));
This code here rotates the object relative to the planet, but it doesnt maintain is orientation relative to the player.
How can I get the other objects to not appear upside down?
Spherical Billboarding
You could find the direction that the object was relative to the world, and make the object look at that.
public GameObject[] objs;
public Vector3 worldPos;
void Update()
{
foreach (GameObject obj in objs)
{
obj.transform.rotation = Quaternion.LookRotation(obj.transform.position - worldPos);
}
}
This disables physics, so you could add more:
public GameObject[] objs;
public Vector3 worldPos;
public gravityForce;
Vector3 gravity;
Quaternion look;
void Update()
{
foreach (GameObject obj in objs)
{
look = Quaternion.LookRotation(obj.transform.position - worldPos);
ChangeGravity(look, obj);
}
}
Rigidbody rb;
void ChangeGravity(Quaternion looking, GameObject obj)
{
gravity = new Vector3(looking.x, looking.y, looking.z);
gravity.Normalize();
gravity *= -gravityForce;
rb = obj.GetComponent<Rigidbody>();
rb.useGravity = false;
rb.AddForce(gravity);
}
These were untested, but the first one is much more likely to work.
I'm creating an Archery, Platformer, Shooting game named "ArcheryRun" with a small team. We have a powerbar (shown in orange) which increases as you hold down the "Left Mouse Button". However since its a UI element it is static in a position.
I would like it to appear above the player when they change their z-axis as Ive done with the Arrow Image by using a 2D Sprite object. However I can't seem how to change the z-axis of a UI Image relative to the player or use a Game Object which allows a fill option.
Any help is appreciated, thanks :)
Change Orange Powerbar to Follow Player
If we understand your question, this should work:
This method gives you screen canvas position from world position:
public static Vector3 GetScreenPositionFromWorldPosition(Vector3 targetPosition)
{
Vector3 screenPos;
screenPos = Camera.main.WorldToScreenPoint(targetPosition);
return new Vector3 (screenPos.x, screenPos.y, 0f);
}
Then you need a script on top of power bar, lets say like this:
public class PowerBar : MonoBehaviour
{
public Transform target;
RectTransform _rectTransform;
void Awake ()
{
_rectTransform = GetComponent<RectTransform> ();
}
public void updatePosition()
{
Vector3 pos = YourStaticClassWith.GetScreenPositionFromWorldPosition (target.position);
Vector2 rpos = pos;
_rectTransform.anchoredPosition3D = rpos + Vector2.up * 100f; // 100f is value of how many pixels above the target that UI element should apear
}
void LateUpdate()
{
updatePosition ();
}
}
The target is basicly transform of your player object.
The 100f value represents pixels above the target.
Okay, So I have come this far:
public class CameraScript : MonoBehaviour {
public void RotateCamera()
{
float x = 5 * Input.GetAxis("Mouse X");
float y = 5 * -Input.GetAxis("Mouse Y");
Camera.mainCamera.transform.parent.transform.Rotate (y,x,0);
}
}
My camera has a parent which I rotate based on my mouse position. The only problem is that I can only swipe with the mouse to rotate the object. How can I rotate the object which is my camera is attached to based on my mouse position if I just click next to the object. Thanks in advance!
The value will be in the range -1...1 for keyboard and joystick input.
If the axis is setup to be delta mouse movement, the mouse delta is
multiplied by the axis sensitivity and the range is not -1...1. Unity Document
Note: This link is usefull please check it.
So you need to change your code like this.
public void RotateCamera()
{
Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); // Gets mouse position to Unity World coordinate system
Camera.mainCamera.transform.parent.transform.Rotate (mousePosition);
}
if there are problem you can do like this
public void RotateCamera()
{
Vector3 position = new Vector3(Input.mousePosition.x, Input.mousePosition.y,0);
Vector3 mousePosition = Camera.main.ScreenToWorldPoint(position); // Gets mouse position to Unity World coordinate system
Camera.mainCamera.transform.parent.transform.Rotate (mousePosition);
}
one more option is rotateTowards.
public float speed=10; //any value > 0
public void RotateCamera()
{
Vector3 targetDir = Camera.main.ScreenToWorldPoint(Input.mousePosition) - Camera.mainCamera.transform.parent.transform.position;
float step = speed * Time.deltaTime;
Vector3 newDir = Vector3.RotateTowards(transform.forward, targetDir, step, 0.0F);
Camera.mainCamera.transform.parent.transform.rotation = Quaternion.LookRotation(newDir);
}
Maybe some syntax errors, i don't check them.