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.
Related
I'm trying to learn the Unity game engine. I'm trying to develop a mechanic. Objects are created from the object pool in a fixed location. However, when I make them child object of a different object and finish the process and deactivate them, the scale values of the reconstructed objects change. Why is this happening?
private IEnumerator Create_Green_Pizzas(List<Transform> pizzas)
{
int pizzaCount = 0;
while (pizzaCount < pizzas.Count)
{
currentColumn++;
if (currentColumn >= columnCount)
{
currentRow++;
currentColumn = 0;
}
if (currentRow >= rowCount)
{
pizzaLevel++;
currentRow = 0;
currentColumn = 0;
}
for (int i = 0; i < pizzas.Count; i++)
{
if (!pizzas[i].gameObject.activeInHierarchy)
{
pizzas[i].gameObject.SetActive(true);
pizzas[i].parent = pizzasParent;
pizzas[i].rotation = transform.rotation;
pizzas[i].position = initialSlotPosition + new Vector3(((pizzas[i].lossyScale.x) * currentColumn), (pizzaLevel * pizzas[i].lossyScale.y), ((-pizzas[i].lossyScale.z) * currentRow));
pizzas[i].GetComponent<MeshRenderer>().material.color = Color.green;
_player.collectableGreenPizzas.Add(pizzas[i]);
pizzaCount++;
yield return new WaitForSeconds(0.5f);
break;
}
}
}
}
Setting gameobject's the parent might be the cause, so instead of:
pizzas[i].parent = pizzasParent;
try instead:
pizzas[i].SetParent(pizzasParent, true);
You can find more info about this method Here
If a GameObject has a parent, they become part of the parent's referential, their transform is now a local transform that depends on the parent's transform.
This means that if a child transform has a scale of (1, 1, 1), has the same scale as its parent.
Here's a small clip that illustrates this, two sphere that are the same size while they both have a different scale.
However you can force the GameObject to preserve its coordinates and scale using this line :
child.SetParent(parent, true);
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 want to determine the screen coordinates of a RectTransform in Unity3D. How is this done, taking into consideration that the element may be anchored, or even scaled?
I am trying to use RectTransform.GetWorldCorners and then converting each Vector3 to screen coordinates, but the values are wrong.
public Rect GetScreenCoordinates(RectTransform uiElement)
{
var worldCorners = new Vector3[4];
uiElement.GetWorldCorners(worldCorners);
var result = new Rect(
worldCorners[0].x,
worldCorners[0].y,
worldCorners[2].x - worldCorners[0].x,
worldCorners[2].y - worldCorners[0].y);
for (int index = 0; index < 4; index++)
result[index] = Camera.main.WorldToScreenPoint(result[index]);
return result;
}
Although the help says that it returns coordinates in world space, they are actually in screen space (at least when the UI is not in world space). So the solution is simple:
public Rect GetScreenCoordinates(RectTransform uiElement)
{
var worldCorners = new Vector3[4];
uiElement.GetWorldCorners(worldCorners);
var result = new Rect(
worldCorners[0].x,
worldCorners[0].y,
worldCorners[2].x - worldCorners[0].x,
worldCorners[2].y - worldCorners[0].y);
return result;
}
Attempting to get the user's height in Unity using the xbox kinect.
Below is my code and I cannot get the height.
This uses the KinectV2 interface.
// get User's height by KinectV2 and unity3D `enter code here`
float GetUserHeightByLeft(long userid)
{`enter code here`
float uheight=0.0f;
int[] joints = new int[9];
int head = (int)KinectInterop.JointType.Head;
joints[0] = head;
joints[1] = (int)KinectInterop.JointType.Neck;
int shoudlderCenter = (int)KinectInterop.JointType.SpineShoulder;
joints[2] = shoudlderCenter;
joints[3] = (int)KinectInterop.JointType.SpineMid;
joints[4] = (int)KinectInterop.JointType.SpineBase;
joints[5] = (int)KinectInterop.JointType.HipLeft;
joints[6] = (int)KinectInterop.JointType.KneeLeft;
joints[7] = (int)KinectInterop.JointType.AnkleLeft;
joints[8] = (int)KinectInterop.JointType.FootLeft;
int trackedcount = 0;
for (int i = 0; i < joints.Length; ++i)
{
if (KinectManager.Instance.IsJointTracked(userid, joints[i]))
{
++trackedcount;
}
}
//if all joints that I need have been tracked ,compute user's height
if (trackedcount == joints.Length)
{
for (int i = 0; i < joints.Length-1;++i)
{
if (KinectManager.Instance.IsJointTracked(userid, joints[i]))
{
Vector3 start= 100*KinectManager.Instance.GetJointKinectPosition(userid,joints[i]);
Vector3 end = 100*KinectManager.Instance.GetJointKinectPosition(userid,joints[i+1]);
uheight += Mathf.Abs(Vector3.Magnitude(end-start));
}
}
//some height kinectV2 can't get so I add it
uheight += 8;
}
return uheight;
}
Given your code I do see a few issues
The summation to get the total height requires all joints to be tracked at that time.
Why do you need all joints to be tracked for the height to be tracked? You should only need the head and the feet
You double check if each joint is tracked
using the left for every foot/knee/hip joint is going to give you math errors. They are offset in one direction (because our feet aren't in the center of our body)
I would track both right and left foot/knee/hip and then find the center of the two on the x axis.
If you're using the magnitude of two vectors and one knee is far in front of your hip it's going to give it an inflated value.
I would only use the y positions of your kinect joints to calculate the height.
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.