I'm working to let a character push objects around. The problem is that as soon as he touches an object he starts moving it, even when the touch was accidental and the character isn't facing the direction of the object.
What I want to do is get the direction the object when a collision happens, and if the camara is really facing that direction allow the player to move it.
Right now I only managed to get the direction of the object, but I don't know how to compare that with the direction of the camera.
This is what I'm trying now:
void OnCollisionEnter(Collision col) {
float maxOffset = 1f;
if (col.gameObject.name == "Sol") {
// Calculate object direction
Vector3 direction = (col.transform.position - transform.position).normalized;
// Check the offset with the camera rotation (this doesn't work)
Vector3 offset = direccion - Camera.main.transform.rotation.eulerAngles.normalized;
if(offset.x + offset.y + offset.z < maxOffset) {
// Move the object
}
}
You can try to achieve this in several different ways. And it is a bit dependent on how precise you mean facing the box.
You can get events when an object is visible within a certain camera, and when it enters or leaves using the following functions. With these commands from the moment the box gets rendered with that camera (so even if just a edge is visible) your collision will trigger.
OnWillRenderObject, Renderer.isVisible Renderer.OnBecameVisible, OnBecameInvisible
Or you could attempt to calculate whether and objects bounding box falls within the camera's view frustum, there for you could use the following geometry commands
GeometryUtility.CalculateFrustumPlanes, GeometryUtility.TestPlanesAABB
Or if you rather have a very precise facing you could also go for a Physics.Raycast So then you will only trigger the event when the ray is hitting the object.
Hope this helps ya out.
Take a compass obj and align it to ur device sorry object than when you move it you can always know where it points to.
theoretically it should work but maybe your object just moves around because of a bug in your simulator motion engine.
Related
I don't want my player to be able to walk off ledges. I did this by shooting a single raycast downwards in front of the player, and if ground is NOT hit, then ignore input.
However this is jarring, especially if you diagonally walk along an edge you just completely stop, rather than 'slide' along it.
So I thought I could add two raycasts, one per side to detect which side the ledge is, then allow movement (or steer) the player as applicable.
The problem is I'm not sure how to proceed from here. I'm using a character controller for movement, my current code is like:
velocityXZ = velocity;
velocityXZ.y = 0; // we deal with gravity elsewhere
velocityXZ = inputDir * playerSpeed;
if (facingDropLeft || facingDropRight) {
velocityXZ.x = 0;
velocityXZ.z = 0;
}
velocity = new Vector3(velocityXZ.x, velocity.y, velocityXZ.z);
// handle gravity
charController.Move(velocity * Time.deltaTime);
Could anyone offer some insights into what direction to look into, or methods I will need?
I think that if you want to accomplish an enjoyable result you should use invisible walls. I think that probuilder can help you.
This is the approach I would have with this type of problem.
Use boxes to make wall than turn off the mesh renderers this will make invisible walls
I'm trying to make a 3D compass in unity, like the one in scene mode.
But its not looking to bright.
At the moment
end goal How do I better emulate the scene mode transform compass? and keep the GamObject "3DCompass" always in view? (without putting it under the Main Camera)
//Compass3D
public class Compass3D : MonoBehaviour
{
public Vector3 NorthDir;
public Transform Player; // Camera
public GameObject NorthLayer;
// Update is called once per frame
void Update()
{
ChangeNorthDir();
}
public void ChangeNorthDir()
{
NorthDir.z = Player.eulerAngles.y; //May need to change
NorthLayer.transform.eulerAngles = NorthDir;
}
}
Hm...
Well, firstly, you need to realize that the compass' orientation never changes. That's kind of the point of it. The compass always points the same way, meaning it doesn't rotate.
Meaning there's no need for you to do anything in update, you just set where the north is supposed to point to, and leave it at that. The illusion of it rotating comes from person rotating, while the compass keeps pointing the same (global) direction.
The second thing is a big, lazy, awesome secret I'm going to tell you about:
Quaternion.LookRotation
So what you need to do is just rotate the compass correctly on Start, meaning rotate it so that its "Forward direction" is Vector3.forwards (that's a global Z+), and its upward is Vector3.up (global y+). And then never touch the rotation again.
But you want it to stay in view (without being childed to the camera), so what you'll do in update is that:
public class Compass3D : MonoBehaviour
{
public Vector3 NorthDir;
public Transform Player; // Camera
public Vector3 offsetFromPlayer; //needed to keep position from camera. this basically determines where on screen the compass will be positioned. 0,0,0 would be at the same position as the camera, experiment with other values to find one which positions compass relative to camera in such way that it displays on screen where you want it
public GameObject NorthLayer;
void Start()
{
//northDir can be whatever you want, I'm going to assume you want it to point along Unity's forward axis
NorthDir = Vector3.forward;
//set the compass to point to north (assuming its "N" needle points in the direction of model's forward axis (z+). if not, change the model, or nest it into a gameobject within which you'll rotate the model so that the N points along the parent gameobject's z+ axis
NorthLayer.transform.rotation = Quaternion.LookRotation(NorthDir, Vector3.up);
//nothing else needed, the rotation will be fine forever now. if you want to change it later, just do the above line again, and supply it the new NorthDir
}
// Update is called once per frame
void Update()
{
//only thing you need to do in update, is keep the relative position to camera. tbh, easiest way would be to parent the compass, but you said you don't want that, so...
transform.position = Player.position + (Player.rotation * offsetFromPlayer);
//you need to make sure that the compass' offset from camera rotates with the direction of the camera itself, otherwise when camera rotates, the compass will get out of view. that's what multiplying by Player.rotation is there for. you rotate Vectors by multiplying them with quaternions (which is how we express rotations).
}
}
What this code does: first it sets the compass so it points towards north. And then it never touches that again, because once the compass points towards north, if it's not parented to anything (which I assume it's not), it will keep pointing north. IF it is parented to anything else, just copypaste that line from start to Update too, so that when the orientation of compass' parent changes, the compass fixes its pointing back to global north.
Then, in update, it only updates its position, to keep at the same place relative to camera. The important thing to note is that the position needs to take the camera's direction into account, so that when camera rotates, the compass moves similarly to if you had your hand outstretched in front of you, and you rotated your whole body. If the compass is not parented to anything, that motion the tip of your hand does is still just a position change, but it is position relative to your whole body and its direction, so that position change needs to take that into account.
In this code, if you put the offsetFromPlayer as Vector3(0,0,1), that would mean "one unit along the way the camera is looking". If you put it as Vector3(1,0,1), that would mean "one unit along the way the camera is looking, and one unit to the right". So you'll need to experiment with that value to find one that makes the compass display where you actually want it to be on the screen.
I am trying to figure out how to modify HelloARController.cs from the example ARCore scene to place objects directly in front of the camera. My thinking is that we are raycasting from the camera to a Vector3 on an anchor or tracked plane, so can't we get the Vector3 of the start of that ray and place an object at or near that point?
I have tried lots, and although I am somewhat a beginner, I have come up with this
From my understanding, ScreenToWorldPoint should output a vector3 of the screen position corresponding to the world, but it is not working correctly. I have tried other options instead of ScreenToWorldPoint, but nothing has presented the desired effect. Does anyone have any tips?
To place the object right at the middle of the camera's view, you would have to change the target gameObject's transform.position (as AlmightyR has said).
The ready code would look something like this:
GameObject camera;
GameObject object;
float distance = 1;
object.transform.position = camera.transform.position + camera.transform.forward * distance;
Since camera's forward component (Z axis) is always poiting at the direction where Camera is looking to, you take that vector's direction and multiply it by a distance you want your object to be placed on. If you want your object to always stay at that position no matter how camera moves, you can make it a child of camera's transform.
object.transform.SetParent(camera.transform);
object.transform.localPosition = Vector3.forward * distance;
Arman's suggestion works. Also giving credit to AlmightyR since they got me started in the right direction. Here's what I have now:
// Set a position in front of the camera
float distance = 1;
Vector3 cameraPoint = m_firstPersonCamera.transform.position + m_firstPersonCamera.transform.forward * distance;
// Intanstiate an Andy Android object as a child of the anchor; it's transform will now benefit
// from the anchor's tracking.
var andyObject = Instantiate(m_andyAndroidPrefab, cameraPoint, Quaternion.identity,anchor.transform);
The only problem with this is that because of the existing HelloAR example code, an object is only placed if you click on a point in the point cloud in my case (or a point on a plane by default). I would like it to behave so that you click anywhere on screen, and it places an object anchored to a nearby point in the point cloud, not necessarily one that you clicked. Any thoughts for how to do that?
Side tip for those who don't know: If you want to place something anchored to a point in the cloud, instead of on a plane, change
TrackableHitFlag raycastFilter = TrackableHitFlag.PlaneWithinBounds | TrackableHitFlag.PlaneWithinPolygon;
to
TrackableHitFlag raycastFilter = TrackableHitFlag.PointCloud;
I want to set transparent all trees which are between player and camera, my game is top down, and vector between camera and player changes. So, how to Raycast between two points and also get all objects that are hit by ray? I know there is Linecast for raycast between two points, but it returns only first object and RaycastAll on the other hand can be casted only in specific direction... Any idea how to cast ray between player and camera and get all hit objects?
Although Physics.RaycastAll() doesn't appear to immediately meet your needs, you can easily adapt it to give you what you want.
If you perform a raycast from the player in the direction of the camera, and limit it to only the distance between the player and the camera, then you effectively only cast a ray between the two positions and will only get object between them.
Here's how I suggest you approach it:
float distToCamera = Vector3.Distance(camera.transform.position, player.transform.position);
Vector3 dirToCamera = camera.transform.position - player.transform.position;
RaycastHit[] hits;
hits = Physics.RaycastAll(player.transform.position, dirToCamera, distToCamera);
Hope this helps! Let me know if you have any questions.
A quick search and look at this and use it on your trees and when they became visible to the camera and after that do what ever you want with objects
note : this event can be fire with any camera rendering those objects so beware of which camera you are using to render trees is right
I've already tried depthmask shaders and examined some other ideas, but it seems like it doesn't suit me at all.
I'm making an AR game and I have a scene with a house and trees. All these objects are animated and do something like falling from the sky, but not all at once, but in sequence. For example, the house first, then trees, then fence etc.
(Plz, look at my picture for details) http://f2.s.qip.ru/bVqSAgcy.png
If user moves camera too far, he will see all these objects stucking in the air and waiting for their order to start falling, and it is not good. I want to hide this area from all sides (because in AR camera can move around freely) and make all parts visible only when each will start moving (falling down).
(One more screen) http://f3.s.qip.ru/bVqSAgcz.png
I thought about animation events, but there are too many objects (bricks, for example) and I can't handle all of them manually.
I look forward to your great advice ;)
P.S. Sorry for my bad english.
You can disable their(the objects that are gonna fall) mesh renderers and re active them when they are ready to fall.
See here for more details about mesh renderer.
Deactivate your Object. You might use the camera viewport coordinates to get a y position outside the viewport. They start on the bottom left of the screen (0,0) and go to the top right of the screen (1,1). Convert them to worldspace coordinates. Camera.ViewportToWorldPoint
Vector3 outsideCamera = Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 1.2f, 10.0f));
Now you can use the intended x and z positions of your object. Activate it when you want to drop it.
myObject.transform.position = new Vector3(myObject.transform.position.x, outsideCamera.y, myObject.transform.position.z);
Another thing you could additionally do is scaling the object from very small to its intended size when it is falling. This would prevent the object being visible before falling when the users point the camera upwards.
1- Maybe you can use the Camera far clipping plane property.
Or you can even use 2 Cameras if you need to display let's say the landscape on one (which will not render the house + trees + ...) with a "big" far clipping plane and use a second one with Depth only clear flags rendering only the items (this one can have a smaller far clipping plane from what I understand).
2- Other suggestion I'd give you is adding the scale to your animation:
set the scale to 0 on the beginning of animation
wait for the item to be needed to fall down
set the scale to 1 (with a transition if needed)
make the item fall down
EDIT: the workaround you found is quite just fine too! But tracking only world position should be enough I think (saving a tiny amount of memory).
Hope this helps,
Finally, the solution I chose. I've added this script to each object in composition. It stores object's position (in my case both world and local) at Start() and listening if it changes in Update(). So, if true, stop monitoring and set MeshRenderer in on state.
[RequireComponent(typeof(MeshRenderer))]
public class RenderScript : MonoBehaviour
{
private MeshRenderer mr;
private bool monitoring = true;
private Vector3 posLocal;
private Vector3 posWorld;
// Use this for initialization
void Start()
{
mr = GetComponent<MeshRenderer>();
mr.enabled = false;
posLocal = transform.localPosition;
posWorld = transform.position;
}
// Update is called once per frame
void Update()
{
if (monitoring)
{
if (transform.localPosition != posLocal || transform.position != posWorld)
{
monitoring = false;
mr.enabled = true;
}
}
}
}
Even my funny cheap сhinese smartphone is alive after this, so, I guess, it's OK.