I have 2 Spheres in my scene. I want to be able to drag and drop my mouse from one sphere to the other, and have an indicator (a straight line for example) while dragging. After releasing the mouse button, I want to store in the first sphere the other sphere (as GameObject).
I need this in UnityScript, but I can accept C# ideas.
So far I have thought about onMouseDown event on the first Sphere, and then onMouseEnter to the other sphere, I'll store the data in some global variable (which I donno how to do yet) and in case of onMouseExit I'll just put the global variable as null.
Then onMouseUp on the first Sphere I'll store the global variable in the pressed object (the sphere).
Any tips and tricks on how to do it?
Assumptions/Setup
You're working in a 2D worldspace; the logic for dragging the object for this part of the solution would need changing.
Setting parent after click drag, referred to setting the object you didn't click to be the child of the parent you did click on.
The camera should be an orthographic camera; using a perspective camera will cause the dragging to not align with where you think it should be.
In order to make the dragging work, I created a quad that was used as the 'background' to the 2D scene, and put that on a new layer called 'background'. Then setup the layermask field to only use the background layer.
Create and setup a material for the line renderer, (I'm using a Particles/Additive shader for the above example), and for the parameters of the line renderer I'm using Start Width: 0.75, End Width: 0, and make sure Use World Space is ticked.
Explanation
Firstly setup the otherSphere field to be pointing to the other sphere in the scene. OnMouseDown and OnMouseUp toggle the mouseDown bool, that is used to determine if the line renderer should be updated. These are also used to turn on/off the line renderer, and set/remove the parent transform of the two spheres.
To get the position to be dragged to, I'm getting a ray based off of the mouse position on screen, using the method ScreenPointToRay. If you wanted to create add smoothing to this drag functionality, you should enable the if (...) else statement at the bottom, and set the lerpTime to a value (0.25 worked well for me).
Note; when you release the mouse, the parent is immediately set, as such both objects end up getting dragged, but the child will return to it's former position anyway.
[RequireComponent(typeof(LineRenderer))]
public class ConnectedSphere : MonoBehaviour
{
[SerializeField]
private Transform m_otherSphere;
[SerializeField]
private float m_lerpTime;
[SerializeField]
private LayerMask m_layerMask;
private LineRenderer m_lineRenderer;
private bool m_mouseDown;
private Vector3 m_position;
private RaycastHit m_hit;
public void Start()
{
m_lineRenderer = GetComponent<LineRenderer>();
m_lineRenderer.enabled = false;
m_position = transform.position;
}
public void OnMouseDown()
{
//Un-parent objects
transform.parent = null;
m_otherSphere.parent = null;
m_mouseDown = true;
m_lineRenderer.enabled = true;
}
public void OnMouseUp()
{
//Parent other object
m_otherSphere.parent = transform;
m_mouseDown = false;
m_lineRenderer.enabled = false;
}
public void Update()
{
//Update line renderer and target position whilst mouse down
if (m_mouseDown)
{
//Set line renderer
m_lineRenderer.SetPosition(0, transform.position);
m_lineRenderer.SetPosition(1, m_otherSphere.position);
//Get mouse world position
if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out m_hit, m_layerMask))
{
m_position.x = m_hit.point.x;
m_position.y = m_hit.point.y;
}
}
//Set position (2D world space)
//if (m_lerpTime == 0f)
transform.position = m_position;
//else
//transform.position = Vector3.Lerp(transform.position, m_position, Time.deltaTime / m_lerpTime);
}
}
Hope this helped someone.
Related
enter image description here I am instantiating prefabs and listing them on a scroll list. I am trying to teleport the player to instantiated prefab position when I click its reference on scroll list listing?
All suggestions are welcome.
From what I understand about your problem (explained in the comments rather than the question), you should be able to do this:
You can instantaneously move an object camera by setting its transform's position to the instantiated prefab's position when the click has occurred. For a camera, you probably have the camera view in X and Y dimension, so you want to move it to the new X and Y position but leave the Z-position as it is.
One potential solution: Add the following script to the GameObject with your Button component. Then add an event-listener on the Button component that points to the newly added script component and choose the MyTeleportingButton.OnClick as the target method. You also need to drag in the camera as a reference in the new script component.
public class MyTeleportingButton : MonoBehaviour
{
public GameObject camera;
public void OnClick()
{
// casting to Vector2 in order to move in 2D only
var currentPosition = camera.transform.position;
var newPosition = transform.position;
// set same depth as camera
newPosition.z = currentPosition.z;
camera.transform.position = newPosition;
}
}
Im having problems with position convertions. The way im trying to solve it may be very wrong but thats due to inexperience in that case and im up for any suggestion on how to do it differently.
What im trying to do is a gui with a dot graph envelope that the user can change by draging the dots with the mouse.
This is what i would wan it to look like.
https://imgur.com/FP6f1Cz
First i did the UI like normal in overlay but i couldnt get the line renderer to work so i took the whole ui into world space. This makes the line renderer visible. With the UI in world space ive tried both to put the envelope line renderer in the canvas with the rest of the ui and outside the canvas UI.
Here is the code that renders the lines where the dots are and moves the dots when the mouse drags them :
public class Envelope : MonoBehaviour
{
LineRenderer lineRenderer;
// Start is called before the first frame update
void Start()
{
lineRenderer = GetComponentInChildren<LineRenderer>();
}
// Update is called once per frame
void Update()
{
var points = GetComponentsInChildren<EnvelopePoint>().Select(ep => ep.transform.localPosition).ToArray();
lineRenderer.positionCount = points.Length;
lineRenderer.SetPositions(points);
}
}
public class EnvelopePoint : MonoBehaviour
{
[SerializeField] bool isHeld = false;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (isHeld)
{
// Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector3 mousePos = Input.mousePosition;
transform.position = mousePos;
}
}
private void OnMouseDown()
{
isHeld = true;
}
private void OnMouseUp()
{
isHeld = false;
}
}
The best result is to put the envelope outside of the canvas.
The lines render well to where the points are but im not able to convert the mouse position to correct coordinates for the dots. When i click on a dot to drag it the dot snaps to a position a bit lower and a bit to the left of the mouse. Like this:
https://imgur.com/3KK6VD3
But then i can drag the dots and the lines adjust perfectly.
I guess i have two questions:
How should i get the mouse position conversion correctly?
Is this a strange or over complicated way of doing this? Is there a more reasonable way?
Id love some tip as well on what i should read up on to better understand the different screen types and how to convert between them.
RectTransformUtility.ScreenPointToWorldPointInRectangle: Transform a screen space point to a position in world space that is on the plane of the given RectTransform.
There is also ScreenPointToLocalPointInRectangle but since you are modifying Line Renderer's points (which are in world space), I think ScreenPointToWorldPointInRectangle best suits your needs.
I created a pin object by script attached it to a sphere object .
using UnityEngine;
public class InstantiateMarkerPin : MonoBehaviour
{
public float Xpos;
public float Ypos;
public float Zpos;
public GameObject gameObjectPinInstantiate;
// Start is called before the first frame update
private void Start()
{
Xpos = 0.09f;
Ypos = 0.50f;
Zpos = 1.1f;
//The original object, where to instantiate, and the orientation of the new object
GameObject marker = (GameObject)Resources.Load("gameObjectPin");
Vector3 location = new Vector3(Xpos, Ypos, Zpos);
Quaternion rotation = Quaternion.Euler(0, 0, 0);
//The object the script is attached to
GameObject world = this.gameObject;
//Instantiate the prefab
gameObjectPinInstantiate = Instantiate(marker, location, rotation, world.transform);
Debug.Log("InstantiateMarkerPin class : Marker Location 2 :X, Y, Z : " + gameObjectPinInstantiate.transform.position);
}
// Update is called once per frame
private void Update()
{
}
}
This script is attached to the sphere Object .My sphere Object have shader material of earth image (globe).
This Instantiated Prefabs (gameObjectPin) on sphere surface appears on scene but not on game screen ,When I select the camera object in the camera preview also this object does not appear .
Scene view
Scene View when camera is selected
I am new to Unity what should I check or correct to appear my created object on the sphere
basically I am trying to add pins to corresponding country and label it .Similar to the globe on this http://kitsdmcc.com/news
Gameobject is created when Play is clicked on the sphere object
When the Pin Object is selected on play mode
Oh now I see it! What you did was only setting its GIZMO via this menu
which is only displayed in the SceneView.
This has nothing to do with the rendering in the GameView but is just a way for easier seeing and finding certain types of objects in the SceneView since usually they would be invisible if not selected.
From the Glossary:
A graphic overlay associated with a GameObject
in a Scene
, and displayed in the Scene View
. Built-in scene
tools such as the move tool are Gizmos
, and you can create custom Gizmos using textures or scripting. Some Gizmos are only drawn when the GameObject is selected, while other Gizmos are drawn by the Editor regardless of which GameObjects
are selected.
As noted in the comments there is no Component at all on your GameObject so nothing is rendered in the Gameview.
Of course now you could enable Gizmos also for the GameView via the Gizmos toggle
but I guess what you rather are trying to achieve is rather rendering that icon in the final App.
You probably would like to use e.g. the SpriteRenderer component here. And simply drag in your Icon to the Sprite property.
You might have to change the Pin Texture's TextureType to Sprite (2D and UI).
In general I would also recommend to Create a Prefab instead of using the Resources folder here.
There are also some changes I would do to your code in general:
public class InstantiateMarkerPin : MonoBehaviour
{
[Header("Settings")]
// directly use a Vector3 for setting the values
// | default value for this field
// | (only valid until changed via Inspector!)
// v
public Vector3 TargetPosition = new Vector3(0.09f, 0.5f, 1.1f);
// Instead of using Resources simply reference the
// created Prefab here
public GameObject gameObjectPinPrefab;
[Header("Outputs")]
public GameObject gameObjectPinInstantiate;
private void Start()
{
// Careful this currently ovewrites any value set via the
// Inspector. Later you will probably want to remove this.
TargetPosition = new Vector3(0.09f, 0.5f, 1.1f);
//As said I would rather use a prefab here and simply reference it above in the field
//gameObjectPinPrefab = (GameObject)Resources.Load("gameObjectPin");
//Instantiate the prefab
gameObjectPinInstantiate = Instantiate(gameObjectPinPrefab, TargetPosition, Quaternion.identity, transform);
Debug.Log("InstantiateMarkerPin class : Marker Location 2 :X, Y, Z : " + gameObjectPinInstantiate.transform.position);
}
// Always remove empty Unity methods
// They are called as messages if they exist
// and only cause unnecessary overhead
}
I have a draggable gameobject (brick) that implements IBeginDragHandler, IDragHandler, IEndDragHandler
I also have another gameobject (slot) to drop the brick into that implements IDropHandler
A quick look at the Bricks' OnBeginDrag method:
public static GameObject itemBeingDragged;
Vector3 startPosition;
Transform startParent;
public void OnBeginDrag(PointerEventData eventData)
{
itemBeingDragged = gameObject;
startPosition = transform.position;
startParent = transform.parent;
GetComponent<CanvasGroup>().blocksRaycasts = false;
GetComponent<BoxCollider2D>().enabled = false;
}
When i drop the brick into the slot, the brick assumes the slot as parent and also assumes the slots position, like so in the IDropHandler's OnDrop method code:
public void OnDrop(PointerEventData eventData)
{
DragHandler.itemBeingDragged.transform.SetParent(transform);
DragHandler.itemBeingDragged.transform.position = transform.position;
}
The problem with this is when i drag and drop the brick, i want there to be slight offset to the bricks position (e.g on a mobile phone, so that while dragging the brick, the brick is not visually hidden by my finger )
So in the Bricks OnDrag code, i have something like that to give a visual offset:
public void OnDrag(PointerEventData eventData)
{
Vector3 offset = new Vector3(0, 100, 0);
transform.position = Input.mousePosition + offset;
}
I know the above is for mouse position but ultimately i want it to be touch position.
This looks fine when dragging, however, when dropping it on the slot, it seems that the slot's OnDrop method is only called when the mouse pointer is above the slot, and not when the brick is above the slot. Meaning when i release the drag while the brick is above the slot, OnDrop doesn't get called. It is only called when I release the brick outside the slot in such a way that the mouse pointer is inside the slot. Make sense?
IS there a way to make OnDrop work with the bricks position rather than the mouse position?
Thanks
Kevin
This is ultimately a hack, and it's exactly the reason why I like to do my own drag/drop logic with the pointer down/up events, but anyway: Make the visual a child of the gameobject with the brick script attached, then move only the visual up when a drag starts. When the drag is complete, move the visual back down into place.
And btw, you're using SetParent(transform) on what looks like a RectTransform. You generally want to use SetParent(transform, false) with rect transforms, because otherwise you'll mess up the layout system and lose the benefits of rect transforms anyway.
I'm making a game but I do not now how to let my camera rotate with the object he's following. (I did the follow part) Can somebody help me please. I'm using C#.
Please, can you describe what you actually want to do? What does "let my camera rotate with the object" mean?
If you want your camera to exactly follow the gameobject's rotation in a first person camera, you could achieve this by putting your camera as the gameobject's child.
You could also do this using the following code:
[SerializeField]
private Transform obj; //reference the gameobject's transform
void Update()
{
transform.rotation = obj.rotation;
}
You should use the transform.RotateAround to move the camera. This should be done inside the update method in your camera.
For example:
var target:transform;
function Update(){
//...
transform.RotateAround (target.position, Vector3.up, speed * Time.deltaTime);
}
For more information on the rotation method, see the docs.
If you want simple 3rd person camera, you can place camera as a child of your target object - the camera will "stick to it.
If you want to do this in code (for some reasons), something like this should work (attach script to GameObject with Camera component):
using UnityEngine;
public class CameraFollow : MonoBehaviour
{
public Transform target; // Object to fallow. Select in Inspector
public Vector3 offset = new Vector3(0, 0, -10); // Offset to target
private GameObject container; // Container for our camera
void Start()
{
container = new GameObject("Camera Container"); // Create container (empty GameObject) for camera to avoid unnecessary calculations. It will follow the target object
transform.parent = container.transform; // Make this object child of container
}
//Update your camera follow script in LateUpade(), to be sure that 'target' movement is done
void LateUpdate()
{
//Check if target is selected
if (target == null)
return;
container.transform.position = target.position; // Set container position same as target
container.transform.rotation = target.rotation; // Set container rotation same as target
transform.localPosition = offset; // Move camera by offset inside the container
transform.LookAt(target); // Optionaly, force camera look at target object on any offset
}
}