Unity - Limit Camera Movement XY axis - unity3d

I have the following code which works really well for scrolling map using the draggable mouse. I am trying to define limits so that I cannot scroll too far in either the x or y co-ordinates. I've seen various examples of code, such as:
"transform.position.x = Mathf.Clamp(-100, 100);" though have not been able to incorporate it into the code. I am a bit of a beginner to all this and have just done a 2D tutorial animating zombies and have a camera that can scroll, but would like to add limits to how far it can scroll in any given directions.
Thanks heaps
Adam
using UnityEngine;
using System.Collections;
public class ViewDrag : MonoBehaviour {
Vector3 hit_position = Vector3.zero;
Vector3 current_position = Vector3.zero;
Vector3 camera_position = Vector3.zero;
float z = 0.0f;
// Use this for initialization
void Start () {
}
void Update(){
if(Input.GetMouseButtonDown(0)){
hit_position = Input.mousePosition;
camera_position = transform.position;
}
if(Input.GetMouseButton(0)){
current_position = Input.mousePosition;
LeftMouseDrag();
}
}
void LeftMouseDrag(){
// From the Unity3D docs: "The z position is in world units from the camera." In my case I'm using the y-axis as height
// with my camera facing back down the y-axis. You can ignore this when the camera is orthograhic.
current_position.z = hit_position.z = camera_position.y;
// Get direction of movement. (Note: Don't normalize, the magnitude of change is going to be Vector3.Distance(current_position-hit_position)
// anyways.
Vector3 direction = Camera.main.ScreenToWorldPoint(current_position) - Camera.main.ScreenToWorldPoint(hit_position);
// Invert direction to that terrain appears to move with the mouse.
direction = direction * -1;
Vector3 position = camera_position + direction;
transform.position = position;
}
}

What exactly is the error you are getting? I imagine it is something along the lines of being unable to modify the return value of position because it is not a variable.
If this is the case, you should however be able to set the whole position vector at once. So try something along the lines of this:
var pos = transform.position;
transform.position = new Vector3(
Math.clampf(pos.x, -100, 100),
Math.clampf(pos.y, -100, 100),
pos.z
);
You may need to swap around clamping Y and Z, depending on how you are using them.

Related

Unity3D - Move camera perpendicular to where it's facing

I'm adding the option for players to move the camera to the sides. I also want to limit how far they can move the camera to the sides.
If the camera was aligned with the axis, I could simply move around X/Z axis and set a limit on each axis as to how far it can go. But my problem is that the camera is rotated, so I'm stuck figuring out how to move it and set a limit. How could I implement this?
using UnityEngine;
[RequireComponent(typeof(Camera))]
public class CameraController : MonoBehaviour
{
Camera cam;
Vector3 dragOrigin;
bool drag = false;
void Awake()
{
cam = GetComponent<Camera>();
}
void LateUpdate()
{
// Camera movement with mouse
Vector3 diff = (cam.ScreenToWorldPoint(Input.mousePosition)) - cam.transform.position;
if (Input.GetMouseButton(0))
{
if (drag == false)
{
drag = true;
dragOrigin = cam.ScreenToWorldPoint(Input.mousePosition);
}
}
else
{
drag = false;
}
if (drag)
{
// Here I want to set a constraint in a rectangular plane perpendicular to camera view
transform.position = dragOrigin - diff;
}
}
}
Transform in Unity comes with a handy Transform.right property, which regards the object's rotation. To move your camera sideways you could further utilize Lerp to make the movement smooth.
transform.position += transform.right * factor
moves an object to the right.
Use factor to adjust the desired distance and by doing so you can also set limits. Negative factor would mean moving left by the way:) Hope that helps!
It can be tricky to deal with constraints on rotated objects. The math behind this includes some vector/rotation math to figure out the correct limits relative to the object's orientation, and whether you've exceeded them.
Luckily though, Unity gives you some shortcuts to skip this math: Transform.InverseTransformPoint() and Transform.TransformPoint()! These two methods allow you to transform a point in world space into a point in local space, and vice versa.
That means that no matter how your camera is oriented, you can interpret a position from the orientation of the camera - and with just a couple extra steps, your X/Z constraints are usable because you can calculate X/Z from the camera's point of view.
Let's try to adapt your current script to use this:
using UnityEngine;
[RequireComponent(typeof(Camera))]
public class CameraController : MonoBehaviour
{
// Set the X and Z values in the editor to define the rectangle within
// which your camera can move
public Vector3 maxConstraints;
public Vector3 minConstraints;
Camera cam;
Vector3 dragOrigin;
bool drag = false;
Vector3 cameraStart;
void Awake()
{
cam = GetComponent<Camera>();
// Here, we record the start since we'll need a reference to determine
// how far the camera has moved within the allowed rectangle
cameraStart = transform.position;
}
void LateUpdate()
{
// Camera movement with mouse
Vector3 diff = (cam.ScreenToWorldPoint(Input.mousePosition)) - cam.transform.position;
if (Input.GetMouseButton(0))
{
if (drag == false)
{
drag = true;
dragOrigin = cam.ScreenToWorldPoint(Input.mousePosition);
}
}
else
{
drag = false;
}
if (drag)
{
// Now, rather than setting the position directly, let's make sure it's
// within the valid rectangle first
Vector3 newPosition = dragOrigin - diff;
// First, we get into the local space of the camera and determine the delta
// between the start and possible new position
Vector3 localStart = transform.InverseTransformPoint(cameraStart);
Vector3 localNewPosition = transform.InverseTransformPoint(newPosition);
Vector3 localDelta = localNewPosition - localStart;
// Now, we calculate constrained values for the X and Z coordinates
float clampedDeltaX = Mathf.Clamp(localDelta.x, minConstraint.x, maxConstraint.x);
float clampedDeltaZ = Mathf.Clamp(localDelta.z, minConstraint.z, maxConstraint.z);
// Then, we can use the constrained values to determine the constrained position
// within local space
Vector3 localClampedPosition = new Vector3(clampedDeltaX, localDelta.y, clampedDeltaZ)
+ localStart;
// Finally, we can convert the local position back to world space and use it
transform.position = transform.TransformPoint(localConstrainedPosition);
}
}
}
Note that I'm somewhat assuming dragOrigin - diff moves your camera correctly in its present state. If it doesn't do what you want, please include details on the unwanted behaviour and we can sort that out too.

Unity: Adding impulse to a ball from a certain position

I'm making a 3d pool game and I stuck with this problem.
I can't find the needed function to add an impulse to a ball which will make the ball to spin.
In other words, how to set the AIM point from where I want to add the impulse?
If I use AddForce or AddTorque, it seems that it calculates it from the Center of the Ball.
But how to specify the aim point (Left english, Right english, etc...)?
And how to route the ball to the camera direction after a cue hit the ball?
At first look I think you should check Rigidbody.AddForceAtPosition. You should calculate the aim points somehow in world coordinates also.
I am relatively new on Unity but the main idea came to my mind first rotate the cue vector by y axis by a small amount angle, then calculate the hit point for each regions by casting physics ray then finally apply impulse by using Rigidbody.AddForceAtPosition. I tried to write a sample code:
public class SphereController : MonoBehaviour {
private Vector3 cueStartPoint;
void Start () {
cueStartPoint = new Vector3(0, 0.5f, -13f);
}
void Update () {
//direction from cue to center
var direction = transform.position - cueStartPoint;
//rotate cue to aim right english
var angleForRightEnglish = 5f;
var directionForRight = Quaternion.AngleAxis(angleForRightEnglish, Vector3.up) * direction;
Debug.DrawRay(cueStartPoint, directionForRight, Color.red, 10f);
//rotate cue to aim right english
var angleForLeftEnglish = -5f;
var directionForLeft = Quaternion.AngleAxis(angleForLeftEnglish, Vector3.up) * direction;
Debug.DrawRay(cueStartPoint, directionForLeft, Color.blue, 10f);
//try a sample hit from right
if (Input.GetKeyDown(KeyCode.RightArrow)) {
var forceMagnitude = 1f;
var hitForce = forceMagnitude * directionForRight.normalized;
//calculate right hit point on sphere surface
RaycastHit hitInfo;
if (Physics.Raycast(cueStartPoint, directionForRight, out hitInfo)) {
var rightHitPoint = hitInfo.point;
gameObject.GetComponent<Rigidbody>().AddForceAtPosition(hitForce, rightHitPoint, ForceMode.Impulse);
}
}
//try a sample hit from left
if (Input.GetKeyDown(KeyCode.LeftArrow)) {
var forceMagnitude = 1f;
var hitForce = forceMagnitude * directionForLeft.normalized;
//calculate left hit point on sphere surface
RaycastHit hitInfo;
if (Physics.Raycast(cueStartPoint, directionForLeft, out hitInfo)) {
var leftHitPoint = hitInfo.point;
gameObject.GetComponent<Rigidbody>().AddForceAtPosition(hitForce, leftHitPoint, ForceMode.Impulse);
}
}
}
}
this script should be added to ball as component of course, hope this helps.

Using Input.Gyro to get the amount of "tilt" from an origin rotation

In my scenario, I have a table (plane) that a ball will roll around on using nothing but physics giving the illusion that the mobile device is the table using Input.gyro.attitude. Taking it one step further, I would like this relative to the device origin at the time Start() is called, so if it is not being held in front of a face or flat on the table, but just relative to where it started, and may even be reset when the ball is reset. So the question is, is how do I get the difference between the current attitude and the origin attitude, then convert the X and Z(?) difference into a Vector3 to AddForce() to my ball object whilst capping the max rotation at about 30 degrees? I've looked into a lot of Gyro based input manager scripts and nothing really helps me understand the mystery of Quaternions.
I could use the relative rotation to rotate the table itself, but then I am dealing with the problem of rotating the camera along the same rotation, but also following the ball at a relative height but now with a tilted offset.
AddForce() works well for my purposes with Input.GetAxis in the Editor, just trying to transition it to the device without using a Joystick style UI controller.
Edit: The following code is working, but I don't have the right angles/euler to give the right direction. The game is played in Landscape Left/Right only, so I should only need a pitch and yaw axis (imagine the phone flat on a table), but not roll (rotated around the camera/screen). I may eventually answer my own question through trial and error, which I am sure is what most programmers do.... XD
Started on the right track through this answer:
Answer 434096
private Gyroscope m_Gyro;
private speedForce = 3.0f;
private Rigidbody rb;
private void Start() {
m_Gyro = Input.gyro;
m_Gyro.enabled = true;
rb = GetComponent<Rigidbody>();
}
private Vector3 GetGyroForces() {
Vector3 resultantForce = Vector3.zero;
//Quaternion deviceRotation = new Quaternion(0.5f, 0.5f, -0.5f, -0.5f) * m_Gyro.attitude * new Quaternion(0,1,0,0);
float xForce = GetAngleByDeviceAxis(Vector3.up);
float zForce = GetAngleByDeviceAxis(Vector3.right);
//float zForce = diffRot.z;
resultantForce = new Vector3(xForce, 0, zForce);
return resultantForce;
}
private float GetAngleByDeviceAxis(Vector3 axis) {
Quaternion currentRotation = m_Gyro.attitude;
Quaternion eliminationOfOthers = Quaternion.Inverse(Quaternion.FromToRotation(axis, currentRotation * axis));
Vector3 filteredEuler = (eliminationOfOthers * currentRotation).eulerAngles;
float result = filteredEuler.z;
if (axis == Vector3.up) {
result = filteredEuler.y;
}
if (axis == Vector3.right) {
result = (filteredEuler.y > 90 && filteredEuler.y < 270) ? 180 - filteredEuler.x : filteredEuler.x;
}
return result;
}
void FixedUpdate() {
#if UNITY_EDITOR
rb.AddForce(new Vector3(Input.GetHorizontal * speedForce, 0, Input.GetVertical * speedForce));
#endif
#if UNITY_ANDROID
rb.AddForce(GetGyroForces);
#endif
}

How to make a player only move in 1 direction (Unity)

I am trying to create a game in Unity where the player can only move in the direction it is facing, but the following code allows the player to move in all 4 directions.
(This is for a 3D project)
Any help would be appreciated! Thanks!
public class PlayerController : MonoBehaviour {
public float speed;
private Rigidbody rb;
void Start() {
rb = GetComponent<Rigidbody>();
}
void FixedUpdate() {
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
rb.AddForce(movement * speed);
}
}
So I didn't get what you wanted: first you said you wanted it to move only forward, then the only thing you have to do is get when he pressed a key and move forward while is not unpressed.
If you wanted to say that it can move all directions BUT only one at a time, the you will have to put the same code but with some changes:
First of all to make it move forward you have to get the forward of the transform, otherwise it will move in the same direction if you rotate it (you don't want that, no?).
Vector3 moveDirection = (transform.forward * Input.GetAxis("Vertical") + transform.right * Input.GetAxis("Horizontal")).normalized;
moveDirection.y = 0;
rb.velocity = moveDirection;
Then, to make that it ONLY moves to one direction at a time, you have to put the priority of the greatest axis number and if it's equal then you should think if you want to move forward or right (with it's axis value).
From the code you posted, I'm not sure where you are storing the player's facing-direction. However, I presume that it is stored as a Quaternion. If you have a player rotation quaternion called playerRotation, then you could do this (warning - untested):
Vector3 input = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
Vector3 normal = playerRotation * Vector3.forward;
Vector3 movement = Vector3.Dot(normal, input) * input;
If the game is first-person, then you can take a shortcut and just use Camera.current.transform.forward instead of the normal vector.
This will project the input direction onto the normal with the player's facing direction so that your movement force can only be in that direction.

RigidBody moving automatically to upper left in Space Shooter tutorial

I am following the space shooter tutorial on Unity website.
I have completed upto movement actions of the player object.
When I start my game, the spaceship automatomatically moves to the upper left corner even when no input is given.
I have followed the tutorial exactly as it is. Even the completed scene that is available in the Asset Store is having the same problem.
I am using Unity 5.3.
PlayerController.cs
using UnityEngine;
using System.Collections;
[System.Serializable]
public class Boundary
{
public float xMin, xMax, zMin, zMax;
}
public class PlayerController : MonoBehaviour {
public float speed;
public Boundary boundary;
public float tilt;
// Use this for initialization
void FixedUpdate()
{
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
GetComponent<Rigidbody>().velocity = movement * speed;
GetComponent<Rigidbody>().position = new Vector3(
Mathf.Clamp(GetComponent<Rigidbody>().position.x,boundary.xMin, boundary.xMax),
0.0f,
Mathf.Clamp(GetComponent<Rigidbody>().position.z, boundary.zMin, boundary.zMax));
GetComponent<Rigidbody>().rotation = Quaternion.Euler(0,0, GetComponent<Rigidbody>().velocity.x * -tilt);
}
}
Your code seems correct and since you say that the demo scene does the same, I suppose that the problem comes from your Axis input: The lines taht add movement
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
Uses the Axes called Horizontal and Vertical. It is possible that on your instance of unity, these input are linked to a device that sends events (you maybe have a controller plugged...)
To test this, You can add the following line below reading the input:
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
Debug.Log("Movement: " + moveHorizontal + ", " + moveVertical); // <-- add this
This will write the values you get as input. If you don't touch anything, they should be zero. If they are not zero, Go to Edit -> Project Settings -> Input, You will see how your keyboard, mouse and other controllers are linked to events in Unity such as Horizontal and Vertical
See http://docs.unity3d.com/Manual/class-InputManager.html for more info on Input Manager
Good luck!