Ok, I got a series of cards that will move 1 by 1 to the center of the camera each and every time the user clicks.
StageContainer is the parent of all cards. This is the one that will move making it look like the cards are moving instead.
First I this is my code without smoothdamp
// Update is called once per frame
void Update () {
if(Input.GetMouseButtonDown(0)){
StartCoroutine ( ProcessFocus() );
frames++;
}
}
IEnumerator ProcessFocus() {
curPos = StageContainer.transform.localPosition;
nextPos = curPos;
nextPosX = nextPos.x - 400;
nextPos.x = nextPosX;
StageContainer.transform.localPosition = nextPos;
yield break;
}
The code above gives me the instant change of cards on the center of the camera. No transitions, animation whatsoever.. the point is it works.
Now when I change this :
StageContainer.transform.localPosition = nextPos;
to this :
float smoothTime = 0.3F;
Vector3 velocity = Vector3.zero;
StageContainer.transform.localPosition = Vector3.SmoothDamp(curPos, nextPos, ref velocity, smoothTime);
I assumed it will transition from current X point to next X point,
but every time I mouse click, it just move bit by bit like 10~20 X points
I have no clue why it behave like that. Please help.
Your coroutine needs to keep running until your movement is completed.
IEnumerator ProcessFocus() {
curPos = StageContainer.transform.localPosition;
nextPos = curPos;
nextPosX = nextPos.x - 400;
nextPos.x = nextPosX;
float smoothTime = 0.3F;
Vector3 velocity = Vector3.zero;
while(this.transform.position != nextPos) {
StageContainer.transform.localPosition = Vector3.SmoothDamp(curPos, nextPos, ref velocity, smoothTime);
yield return null;
}
}
That's because your code runs once and then exits the coroutine. To run the coroutine for some amount of time, you have to yield return some YieldInstruction instances. In this case, I suspect that you want to use WaitForEndOfFrame.
Related
So i'm currently making a game, and i've recently added a level editor, but the placing tool does not work how i wanted it to.
https://youtu.be/MuUvnVTL6eg
If you've watched this video, you've probably realized that the block placing works pretty much how placing rectangles in ms pain with alt does, and i want it to work like placing rectangles in ms pain without alt xd.
I'm using this code to place the block:
if (Input.GetKeyDown(KeyCode.Mouse0)){
startDrawPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
tmpObj = spawnObject(blocks[selected].gameObject, startDrawPos);
drawing = true;
}
if (Input.GetKey(KeyCode.Mouse0)){
Vector2 mPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 tmpScale = new Vector2(startDrawPos.x - mPos.x, startDrawPos.y - mPos.y);
tmpObj.transform.localScale = tmpScale;
}
if (Input.GetKeyUp(KeyCode.Mouse0))
{
drawing = false;
var scale = tmpObj.transform.localScale;
//Code below destroys the object if it's too small to avoid accidental placements
if (scale.x <= 0.1 && scale.x > -0.1 || scale.y <= 0.1 && scale.y > -0.1)
{
Destroy(tmpObj);
}
}
(All of this code is in the Update() function)
(spawnObject function just instantiates the object prefab)
There is a bit more code but it has nothing to do with the position of the block, it just detect which block is selected and decides if it can be resized or not.
I solved this problem. But because your complete script is not in question, I rebuilt the code with IEnumerator, Here, by pressing the left mouse button, IEnumerator is activated and all commands are grouped in one method to make the code more efficient.
private void Update()
{
if (Input.GetKeyDown(KeyCode.Mouse0)) StartCoroutine(DrawRect());
}
How does the Desktop Rect formula work?
By running IEnumerator, the code first records the starting point of the mouse. It also makes a simple cube because I do not have access to your objects. Now until the mouse is pressed. Resize Rect to the difference between current and recorded points. The only thing is that to avoid ALT control, you have to place it between the current and initial points. The reason for adding the camera forward is to be seen in the camera.
cubeObject.transform.position = (startDrawPos + currentDrawPos) / 2;
The final structure of the DrawRect is as follows:
public IEnumerator DrawRect()
{
drawing = true;
var scale = Vector2.zero;
var startDrawPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
var cubeObject = GameObject.CreatePrimitive(PrimitiveType.Cube);
while (Input.GetKey(KeyCode.Mouse0))
{
var currentDrawPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
cubeObject.transform.position = (startDrawPos + currentDrawPos) / 2 + Camera.main.transform.forward * 10;
scale = new Vector2(startDrawPos.x - currentDrawPos.x, startDrawPos.y - currentDrawPos.y);
cubeObject.transform.localScale = scale;
yield return new WaitForEndOfFrame();
}
if (scale.x <= 0.1 && scale.x > -0.1 || scale.y <= 0.1 && scale.y > -0.1) Destroy(cubeObject);
drawing = false;
}
I have a GameObject that takes position coordinates from a file. This GameObject moves with vibration rather than smoothly. (as if moving back and forth.)
Here is the code that provides the movement:
int counter = 0;
void Update()
{
var maxDistance = speed_* Time.deltaTime;
var oldPosition = transform.position;
var newPosition = Vector3.MoveTowards(transform.position, positions[counter], maxDistance);
var actualDistance = Vector3.Distance(newPosition, oldPosition);
var distanceRemainder = maxDistance - actualDistance;
if (distanceRemainder > 0.0001)
{
newPosition = Vector3.MoveTowards(newPosition, positions[counter], distanceRemainder);
counter++;
}
transform.localPosition = newPosition;
}
NOTE: The data read from the file is in the "positions" array (x,y,z coordinates).
When I lower the 300f value in the variable maxDistance, the vibration stops and the motion becomes more fluid. However, Gameobject speed is also slowing down. How can I ensure a fast and smooth movement?
SOLUTION:
While looking for a solution of the problem, I came across the this topic. It helped me learn the source of the problem.
I have observed that the GameObject is not vibrating in Scene view, it was moving smoothly. But the object seemed to be vibrating in GameView. The problem is not the moving object, it's the camera function I write to follow it.
The camera function that was written to follow the object has been updated and the problem has disappeared.
One can see more of the solution by going to Post #13 in the link above.
Thanks to everyone trying to help.
This is caused cause you are using your distanceRemainder as your maxDistanceDelta, which I think is incorrect, if you want a smooth movement, you should multiply it for the Time.deltaTime, try:
newPosition = Vector3.MoveTowards(newPosition, positions[counter], distanceRemainder*Time.deltaTime);
Or simply declare speed variable and do:
newPosition = Vector3.MoveTowards(newPosition, positions[counter], speed*Time.deltaTime);
I assume what you want is your object moving with a constant speed to the first position. Once it reaches it, move to the next one.
I would do it in a simple Coroutine which is better to understand and maintain than doing stuff in Update:
private void Start()
{
// todo assign positions
StartCoroutine(RunPositions());
}
private IEnumerator RunPositions()
{
foreach(var position in positions)
{
while(!Mathf.Approximately(Vector3.Distance(transform.position, position), 0))
{
var maxDistance = speed_* Time.deltaTime;
transform.position = Vector3.MoveTowards(transform.position, positions[counter], maxDistance);
// render and continue in the next frame
yield return null;
}
}
}
If you are fine with a precision of 0.00001 you can also simply use
while(transform.position != position)
instead.
I made a simple script that goes to one waypoint and then to the next.
My problem is that it seems to be a delay while going from waypoint1 to waypoint2 and i don't know why:
¿Why is that delay happening and how can i remove it?
using UnityEngine;
using System.Collections;
public class Missile : MonoBehaviour
{
public Vector3 finalTarget;
public Transform forwardObject;
public GameObject impactAreaPrefab;
float smoothingDelay = 0.1f;
bool fired = false;
bool powerPhase = true;
Vector3 currentTarget;
private void OnEnable() {
fire(new Vector3(-25.29f, 0.5f, -10.638f));
}
void fire(Vector3 coords) {
currentTarget = forwardObject.position;
finalTarget = coords;
Instantiate(impactAreaPrefab, finalTarget, Quaternion.identity);
fired = true;
}
void Update() {
if (!fired) {
return;
}
if (powerPhase && transform.position == currentTarget) {
powerPhase = false;
currentTarget = finalTarget;
smoothingDelay = 0.05f;
}
transform.position = Vector3.Lerp(transform.position, currentTarget, Time.deltaTime / smoothingDelay);
transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(Vector3.RotateTowards(transform.forward, currentTarget, 1, 0.0f)), Time.deltaTime / smoothingDelay);
}
}
That's happening, because you're using lerp not exactly properly. If you want to get linear movement you should cache your first argument (position/rotation on beginning) and provide increasing third parameter. This delay is happening because if your bullet is very close to final position and it's still trying to get there, but your current distance |finalPos - transform.position| is so small that your step Time.deltaTime/smoothingDelay is almost not moving it.
Vector3 startPos;
Vector3 finalPos;
float currentT = 0.0f;
void Update()
{
currentT += Time.deltaTime;
transform.position = Vector3.Lerp(startPos, finalPos, currentT);
}
Checking if Vector3 == Vector3 is also not a good idea. Use pattern from above and check if currentT is larger or equal to 1. If it's true then you're on final position. You get also some control over movement duration by dividing currentT.
So First thing read these post to get better understanding of Lerp function-
https://chicounity3d.wordpress.com/2014/05/23/how-to-lerp-like-a-pro/
http://www.kinematicsoup.com/news/2016/8/9/rrypp5tkubynjwxhxjzd42s3o034o8
You should have a better understanding of lerp now.
In summary lerp does a really simple thing. Say u have two values X and Y. For this example let us give them some value, X = 0, Y = 1, Now you want to get a value some percent between them, like u want to get a value which is 50% from X and Y. You can guess the answer is 0.5. The lerp equation for this would be
Mathf.Lerp(0, 1, 0.5f);
So simply- given two values, x and y, Mathf.Lerp returns a value that is t percent between them.
Now to properly use Lerp you need to cache the position before starting the lerp. Most times I use a coroutine to get this effect works pretty well and then u can use animation curve to change the third parameter to create some crazy good effects. For example on using a animation curve just comment i will write it.
For this problem of yours you have two options-
1) Lerp like a pro using Animation curve to manipulate the speed. Remember u can create animation curves in runtime too.
IENumerator Move(Transform toMove, Vector3 end, float duration){
Vector3 startPos = toMove.position;
float elapsed = 0f;
while(elapsed < duration){
elapsed += Time.deltaTime;
toMove.position = Vector3.Lerp(startPos, end, elapsed / duration);//manipulate the last parameter to move the object linearly
yield return null;//basically wait for next frame
}
toMove.position = end;//after lerp ends
}
Now you can instead of duration use speed and then with it you calculate the time required and change the speed to make it faster
float distance = Vector3.Distance(startPos, end);
toMove.position = Vector3.Lerp(startPos, end, elapsed / (distance/(speed * multiplier)));
2) Use Vector3.MoveTowards - This function moves a point to a end point with a given maximum step, requires three paramters, (currentPosition, end, step), u can multiply step with variable to control the speed, both work really good.
Using this is much easier in most cases
Example-
float step = speed * Time.deltaTime;//to make it framerate independent
transform.position = Vector3.MoveTowards(transform.position, end, step * multiplier);
Hope this helps. I am sorry I was unable to format my answer properly, hopefully will get better at answering. Any edits to improve the answer are welcomed :)
I recommend using iTween for smooth movement.
I modified iTween at some point for me to be able to do anything I want. like this:
public static void Rotate (Transform transform, Vector3 target, float transitionTime, Action onEnd = null, bool ignoreTimescale = false, iTween.EaseType ease = iTween.EaseType.easeInOutQuad, float delay = 0)
{
Vector3 from, to;
from = transform.localEulerAngles;
to = target;
Action <object> onUpdateAction = (rotation =>
{
transform.localEulerAngles = (Vector3) rotation;
});
Action <object> onCompleteAction = (data =>
{
if (onEnd != null)
onEnd ();
});
Hashtable hash = new Hashtable ();
hash.Add ("from", from);
hash.Add ("to", to);
hash.Add ("time", transitionTime);
hash.Add ("delay", delay);
hash.Add ("easetype", iTween.EaseType.easeInOutQuad);
hash.Add ("ignoretimescale", ignoreTimescale);
hash.Add ("onupdate", onUpdateAction);
hash.Add ("oncomplete", onCompleteAction);
iTween.ValueTo (transform.gameObject, hash);
}
That gives me full control in a variety of scenarios.
Here is the code if you want to implement it.
https://drive.google.com/open?id=1nLEEYTp-q4Kfh2n3nWQJcMXmPNtVPLLP
I am newbie in Unity platform. I have 2D game that contains 10 boxes vertically following each other in chain. When a box goes off screen, I change its position to above of the box at the top. So the chain turns infinitely, like repeating Parallax Scrolling Background.
But I check if a box goes off screen by comparing its position with a specified float value. I am sharing my code below.
void Update () {
offSet = currentSquareLine.transform.position;
currentSquareLine.transform.position = new Vector2 (0f, -2f) + offSet;
Vector2 vectorOne = currentSquareLine.transform.position;
Vector2 vectorTwo = new Vector2 (0f, -54f);
if(vectorOne.y < vectorTwo.y) {
string name = currentSquareLine.name;
int squareLineNumber = int.Parse(name.Substring (11)) ;
if(squareLineNumber < 10) {
squareLineNumber++;
} else {
squareLineNumber = 1;
}
GameObject squareLineAbove = GameObject.Find ("Square_Line" + squareLineNumber);
offSet = (Vector2) squareLineAbove.transform.position + new Vector2(0f, 1.1f);
currentSquareLine.transform.position = offSet;
}
}
As you can see, when I compare vectorOne.y and vectorTwo.y, things get ugly. Some boxes lengthen and some boxes shorten the distance between each other even I give the exact vector values in the code above.
I've searched for a solution for a week, and tried lots of codes like Mathf.Approximate, Mathf.Round, but none of them managed to compare float values properly. If unity never compares float values in the way I expect, I think I need to change my way.
I am waiting for your godlike advices, thanks!
EDIT
Here is my screen. I have 10 box lines vertically goes downwards.
When Square_Line10 goes off screen. I update its position to above of Square_Line1, but the distance between them increases unexpectedly.
Okay, I found a solution that works like a charm.
I need to use an array and check them in two for loops. First one moves the boxes and second one check if a box went off screen like below
public GameObject[] box;
float boundary = -5.5f;
float boxDistance = 1.1f;
float speed = -0.1f;
// Update is called once per frame
void Update () {
for (int i = 0; i < box.Length; i++) {
box[i].transform.position = box[i].transform.position + new Vector3(0, speed, 0);
}
for (int i = 0; i < box.Length; i++)
{
if(box[i].transform.position.y < boundary)
{
int topIndex = (i+1) % box.Length;
box[i].transform.position = new Vector3(box[i].transform.position.x, box[topIndex].transform.position.y + boxDistance, box[i].transform.position.z);
break;
}
}
}
I attached it to MainCamera.
Try this solution:
bool IsApproximately(float a, float b, float tolerance = 0.01f) {
return Mathf.Abs(a - b) < tolerance;
}
The reason being that the tolerances in the internal compare aren't good to use. Change the tolerance value in a function call to be lower if you need more precision.
I am developing my first game with the Unity3D engine and I have run into my first problem! Not as exciting as I thought. If I spam the jump button w my ball jumps the first time then when it lands it does not jump right away but it jumps randomly after a number of button presses. The code I am using is below.
#pragma strict
var rotationSpeed = 100;
var jumpHeight = 8;
private var isFalling = false;
function Update ()
{
//Handle ball rotation.
var rotation : float = Input.GetAxis ("Horizontal") * rotationSpeed;
rotation *= Time.deltaTime;
rigidbody.AddRelativeTorque (Vector3.back * rotation);
if (Input.GetKeyDown(KeyCode.W) && isFalling == false)
{
rigidbody.velocity.y = jumpHeight;
}
isFalling = true;
}
function OnCollisionStay ()
{
isFalling = false;
}
I heard this was a arithmetic behavior problem in UnityScript. I am a very beginner at programming and do not really understand the code in UnityScript and this is the first game/project I am making in Unity3D. Help would be greatly appreciated. Thanks!
You would think that something as simple as jumping should be a no-brainer, but there are a couple of gotchas here:
It can happen that Update() is called twice without any physics updates in between. This means you don't receive OnColliderEnter nor OnColliderStay in between but you still reset isFalling, blocking the jump key.
The moment the ball hits you will receive OnColliderEnter, but not OnColliderStay. This won't happen until the next physics update. If you only listen to -stay you will be one update late.
If you press jump right at the time the ball is supposed to hit the ground then your key is already down when the first collider hit registers. You will be another update late.
Objects sink a little bit into the collider. When you jump, it might take a couple of updates before you clear the collider and you will receive OnColliderStay after you jumped.
I think that last point is the biggest problem here. To solve this you need to do a couple of things:
Use both OnColliderEnter and OnColliderStay. This will imrpove your timing with one update.
Reset isFalling in FixedUpdate instead of in Update. FixedUpdate is part of the physics loop, so it is called right before OnCollisionEnter and OnCollisionStay who will set it again immediately if needed.
Remember that you are trying to jump until you are actually in the air. This allows you to clear the collider with one button press.
The code below implements these points. If you want the timing to be even tighter you must queue the next jump while you are in the air.
#pragma strict
var rotationSpeed = 100;
var jumpHeight = 8;
private var isFalling = false;
private var tryingToJump = false;
function Update ()
{
//Handle ball rotation.
var rotation : float = Input.GetAxis ("Horizontal") * rotationSpeed;
rotation *= Time.deltaTime;
rigidbody.AddRelativeTorque (Vector3.back * rotation);
if (Input.GetKeyDown(KeyCode.W) && !isFalling) tryingToJump = true;
if (tryingToJump)
{
if (isFalling) tryingToJump = false;
else rigidbody.velocity.y = jumpHeight;
}
}
function FixedUpdate()
{
isFalling = true;
}
function OnCollisionStay()
{
isFalling = false;
}
function OnCollisionEnter()
{
isFalling = false;
}