How can I draw a circle in Unity3D? - unity3d

How to draw circle in Unity 3d?
I want to draw a circle around different objects.
The radiuses of the circles are different and the circles have textures - squares.

I found a big error with this code. The number of points (Size) shouldn't be "(2 * pi / theta_scale) + 1" because this causes the circle to draw 6.28 times. The size should be "1 / theta_scale + 1". So for a theta_scale of 0.01 it needs to draw 100 points, and for a theta_scale of 0.1 it needs to draw 10 points. Otherwise it would draw 62 times and 628 times respectively.
Here is the code I used.
using UnityEngine;
using System.Collections;
public class DrawRadar: MonoBehaviour {
public float ThetaScale = 0.01f;
public float radius = 3f;
private int Size;
private LineRenderer LineDrawer;
private float Theta = 0f;
void Start() {
LineDrawer = GetComponent<LineRenderer>();
}
void Update() {
Theta = 0f;
Size = (int)((1f / ThetaScale) + 1f);
LineDrawer.SetVertexCount(Size);
for (int i = 0; i < Size; i++) {
Theta += (2.0f * Mathf.PI * ThetaScale);
float x = radius * Mathf.Cos(Theta);
float y = radius * Mathf.Sin(Theta);
LineDrawer.SetPosition(i, new Vector3(x, y, 0));
}
}
}
If you modify the number in "Size" that is divided by ThetaScale, you can make a sweeping gauge/pie chart type graphic.

See Unity Answers for a similar question.
Alternatively:
float theta_scale = 0.1; // Circle resolution
LineRenderer lineRenderer = gameObject.AddComponent<LineRenderer>();
lineRenderer.material = new Material(Shader.Find("Particles/Additive"));
lineRenderer.SetColors(c1, c2);
lineRenderer.SetWidth(0.2F, 0.2F);
lineRenderer.SetVertexCount(size);
int i = 0;
for(float theta = 0; theta < 2 * PI; theta += theta_scale) {
x = r*cos(theta);
y = r*sin(theta);
Vector3 pos = new Vector3(x, y, 0);
lineRenderer.SetPosition(i, pos);
i+=1;
}
The LineRenderer requires continuous points. You can modify this code slightly to use cylinder game objects instead of a line renderer. I find the LineRenderer to be a bit hideous.
Lastly, similar to the first link, you could attach a circle texture to a unit plane. Make any part of the texture that isn't part of the circle transparent. Then just scale and align the plane to fit your object. Unfortunately this method isn't great if someone is looking almost parallel to the plane.

Jerdak's solution is good, but the code is messy so I had to tweak a little. Here's the code for a class, where I use i in the loop to avoid a bug.
It also updates the circle's position with its gameObject position.
using UnityEngine;
using System.Collections;
public class CircleDraw : MonoBehaviour {
float theta_scale = 0.01f; //Set lower to add more points
int size; //Total number of points in circle
float radius = 3f;
LineRenderer lineRenderer;
void Awake () {
float sizeValue = (2.0f * Mathf.PI) / theta_scale;
size = (int)sizeValue;
size++;
lineRenderer = gameObject.AddComponent<LineRenderer>();
lineRenderer.material = new Material(Shader.Find("Particles/Additive"));
lineRenderer.SetWidth(0.02f, 0.02f); //thickness of line
lineRenderer.SetVertexCount(size);
}
void Update () {
Vector3 pos;
float theta = 0f;
for(int i = 0; i < size; i++){
theta += (2.0f * Mathf.PI * theta_scale);
float x = radius * Mathf.Cos(theta);
float y = radius * Mathf.Sin(theta);
x += gameObject.transform.position.x;
y += gameObject.transform.position.y;
pos = new Vector3(x, y, 0);
lineRenderer.SetPosition(i, pos);
}
}
}

Using Shader Graph we can now draw pixel perfect circle.
Once you created this graph, create a new material based on this shader.
Then create a new gameobject with a sprite renderer and set the material you just created.
You can scale the circle using the "scale" parameter of the material.

The linerenderer method in the top answers is really simple and exactly what I was looking for. I updated it for newer versions of Unity and some small tweaks to make it a bit more beginner/user friendly.
Specifically:
LineRenderer.SetVertexCount() is deprecated in newer versions of Unity, replaced with positionCount
Replaced theta scale with an actual segment count to remove guesswork
Added loop setting - not sure if this was in older versions of Unity, it can be set in the LineRenderer's inspector
Removed unnecessary Update function - the rendered line is a persistent gameobject
using UnityEngine;
[RequireComponent(typeof(LineRenderer))]
public class DrawRing : MonoBehaviour
{
public LineRenderer lineRenderer;
[Range(6,60)] //creates a slider - more than 60 is hard to notice
public int lineCount; //more lines = smoother ring
public float radius;
public float width;
void Start()
{
lineRenderer = GetComponent<LineRenderer>();
lineRenderer.loop = true;
Draw();
}
void Draw() //Only need to draw when something changes
{
lineRenderer.positionCount = lineCount;
lineRenderer.startWidth = width;
float theta = (2f * Mathf.PI) / lineCount; //find radians per segment
float angle = 0;
for (int i = 0; i < lineCount; i++)
{
float x = radius * Mathf.Cos(angle);
float y = radius * Mathf.Sin(angle);
lineRenderer.SetPosition(i, new Vector3(x, 0, y));
//switch 0 and y for 2D games
angle += theta;
}
}
}
Note this is assumed to be attached to the gameobject you want the ring around. So the Use World Space option in LineRenderer should be unchecked. Also remember that the scale of the gameobject will affect the position of the points and the width of the line.
To put this on the ground (as in a unit selection circle):
Put the script on a separate gameobject
Rotate the gameobject X to 90
Check use world space on the linerenderer
Set the linerenderer Alignment to Transform Z
Add the position of the thing you want to circle to x and y in SetPosition. Possibly along with replacing 0 with 0.1f or a yOffset variable to avoid z-fighting with terrain.

Circle can draw using shader - draw pixel if it on radius from center.

Did the following with a Sprite. Chan is flying in the scene, so she's slightly above the plane. I had her flying so I could get a good screenshot, not because it wouldn't play well with the plane.
I used a low-resolution circle sprite.
X rotation 90
Scale X 15, Y 15, Z 1
Then I set the Sorting Layer, so it will render above the Default Layer. I was testing this out when I came across this post. It doesn't handle shadows well. I'd have to figure out what layer shadows are drawn on to make sure they get rendered onto the sprite.

I have a shader from which I usually start making effects like lens flares, and it makes a circle. Using shader is the best choice because you will get perfectly smooth and round circle.
Also it's easy to experiment with and tune the shader since shader changes don't require recompile and re-entering of play mode.

I recommend ti create extension method to GameObject. Worked good to me.
public static class GameObjectExtension
{
const int numberOfSegments = 360;
public static void DrawCircle(this GameObject go, float radius,
float lineWidth, Color startColor, Color endColor, bool lineRendererExists=true)
{
LineRenderer circle = lineRendererExists ? go.GetComponent<LineRenderer>() : go.AddComponent<LineRenderer>();
circle.useWorldSpace = false;
circle.startWidth = lineWidth;
circle.endWidth = lineWidth;
circle.endColor = endColor;
circle.startColor = startColor;
circle.positionCount = numberOfSegments + 1;
Vector3 [] points = new Vector3[numberOfSegments + 1];
for (int i = 0; i < numberOfSegments + 1; i++)
{
float rad = Mathf.Deg2Rad * i;
points[i] = new Vector3(Mathf.Sin(rad) * radius, 0, Mathf.Cos(rad) * radius);
}
circle.SetPositions(points);
}
}
One More thing to note: If LineRenderer component is not applied last parameter has to be false

create a static class to reuse the code for different game objects. player, enemies... when the class is static, you cannot create the instance of it
public static class CircleGameObject
{
// in static class methods have to be static as well
// "this" refers to the context that we are calling DrawCircle
public static async void DrawCircle(this GameObject container,float radius,float lineWidth)
{
// I provide 360 points because circle is 360 degrees and we will connect them with line
var segments=360;
// LineRenderer is used to draw line
var lineRenderer=container.AddComponent<LineRenderer>();
// now you can use position system relative to the parent game object.
lineRenderer.useWorldSpace=false;
lineRenderer.startWidth=lineWidth;
lineRenderer.endWidth=lineWidth;
lineRenderer.positionCount=segments+1;
// reserve empty array in memory with a size of lineRenderer.positionCount
var points=new Vector3[lineRenderer.positionCount];
// draw all of those points
for(int i=0;i<points.Length;i++)
{
// converting degree to radian because Mathf.Cos and Mathf.Sin expects radian
var radian=Mathf.Deg2Rad*i;
// y direction needs to be 0
// Mathf.Cos(radiant) will give the x position on the circle if the angle size is "radian"
// Mathf.Sin(radiant) will give the y position on the circle if the angle size is "radian"
// after for loop completes we would be getting 360 points
points[i]=new Vector3(Mathf.Cos(radian)*radius,0,Mathf.Sin(radian)*radius);
}
lineRenderer.SetPositions(points);
}
}
then call it in Awake of the context
public class PlayerController : MonoBehaviour
{
private void Awake()
{
GameObject go=new GameObject{
name="Circle"
};
Vector3 circlePosition=Vector3.zero;
go.transform.parent=transform;
// localPosition is relative to the parent
go.transform.localPosition=circlePosition;
go.DrawCircle(2.0f,0.03f);
....
}
}

Related

Stretch Between 2 Vector3 Unity UI

The code I'm using is
public void Strech(GameObject sprite, Vector3 initialPosition, Vector3 finalPosition)
{
Vector3 centerPos = (initialPosition + finalPosition) / 2f;
sprite.transform.position = centerPos;
Vector3 direction = finalPosition - initialPosition;
direction = Vector3.Normalize(direction);
sprite.transform.right = direction;
distance = Vector3.Distance(initialPosition, finalPosition);
Debug.DrawLine(initialPosition, finalPosition);
sprite.GetComponent<RectTransform>().sizeDelta = new Vector3(distance, 40f);
}
I can't seem to figure out why the image won't tile to or from either centers of the UI objects.
What am I doing wrong? I call the Stretch function in the Update loop.
The red line itself is a UnityEngine.UI Image type.
I want the image to tile as shown by the Debug.DrawLine
Edit 1: Here's how the rect is being displayed
I fixed it!
I had to multiply a scalefactor, because the Canvas was using a Canvas Scaler with reference resolution of 1280 x 720

Ball Mechanics - Is this the best approach?

Good day,
I'd like to program a constantly moving ball (object3) being passed between two stationary objects (object1, object2), with the ability to set the max height Y of the pass trajectory dynamically.
What would you argue is the best way to program the ball physics for this concept?
I've looked at using addForce on a default sphere w/ a rigidbody. It seems like there should be an equation that expresses the trajectory of a pass of object3 from object1's x to object2's x... at a known, given speed, with a known, set mass, and a known gravity environment.
However, currently I have a Vector3.Lerp interpolating the ball between the two objects on each FixedUpdate() with t expressed as:
`(Mathf.Sin(speed * Time.time) + 1.0f) / 2.0f;`
It works and all, but with this approach, it seems there's no clear way to add height to the trajectory of the ball path. I've considered adding the height to the Y value in object2 until the ball is half way there, and then setting it back to the original Y position... but it just feels wrong! Thoughts?
Thanks!
Okey so if I understand you correctly currently you are doing
privte void FixedUpdate()
{
var factor = (Mathf.Sin(speed * Time.time) + 1.0f) / 2.0f;
object1.MovePosition(Vector3.Lerp(object2.position, object3.position, factor));
}
which moves the ball pingpong between object1 and object2 position but only planar.
Assuming for now the objects will only be moving within the XZ plane and never have different Y position in order to rather get a curve with height you could treat the separatly:
- Interpolate between both positions as before
- Separately calculate the Y position with sinus or any other mathematical curve function - for realistic physics probably rather a parabola actually
Could look somhow like
public class Example : MonoBehaviour
{
public Rigidbody object1;
public Transform object2;
public Transform object3;
// adjust in the Inspector
public float speed = 1;
public float Amplitude = 0;
// Just for debug
[Range(0, 1)] [SerializeField] private float linearFactor;
[SerializeField] private float yPosition;
private void FixedUpdate()
{
// This always returns a value between 0 and 1
// and linearly pingpongs forth and back
linearFactor = Mathf.PingPong(Time.time * speed, 1);
// * Mathf.PI => gives now a value 0 - PI
// so sinus returns correctly 0 - 1 (no need for +1 and /2 anymore)
// then simply multiply by the desired amplitude
var sinus = Mathf.Sin(linearFactor * Mathf.PI);
yPosition = sinus * Amplitude;
// As before interpolate between the positions
// later we will ignore/replace the Y component
var position = Vector3.Lerp(object2.position, object3.position, linearFactor);
object1.MovePosition(new Vector3(position.x, yPosition, position.z));
}
}
You could optionally also try and add some dumping in the Y direction in order to make the vertical movement more realistic (slow down when reaching the peak). I tried a bit using inverted SmoothStep like
// just for debug
[Range(0, 1)] [SerializeField] private float dampedSinusFactor;
[Range(0, 1)] [SerializeField] private float linearFactor;
[SerializeField] private float yPosition;
private void FixedUpdate()
{
// Use two different factros:
// - a linear one for movement in XZ
// - a smoothed one for movement in Y (in order to slow down when reaching the peak ;) )
linearFactor = Mathf.PingPong(Time.time * speed, 1);
dampedSinusFactor = InvertSmoothStep(linearFactor);
// * Mathf.PI => gives now a value 0 - PI
// so sinus returns correctly 0 - 1 ()
// then simply multiply by the desired amplitude
var sinus = Mathf.Sin(dampedSinusFactor * Mathf.PI);
yPosition = sinus * Amplitude;
// later we will ignore/replace the Y component
var position = Vector3.Lerp(object2.position, object3.position, linearFactor);
object1.position = new Vector3(position.x, yPosition, position.z);
}
// source: https://stackoverflow.com/a/34576808/7111561
private float InvertSmoothStep(float x)
{
return x + (x - (x * x * (3.0f - 2.0f * x)));
}
However for slow movements this looks a bit strange yet. But you can come up with any other maths curve that results in the expected behavior for x=[0,1] ;)

How to convert coordinates in Unity?

I have a JSON file with coordinates where (0.0) is at top left corner (first picture). In Unity (0.0) is at the center of the screen (second picture). I am looking for a way where I can convert my file's coordinates to Unity coordinates.
So my question is how can I convert the coordinates from the first picture to Unity Coordinates?
For example at position (2.3) I have letter 'A'. How to convert it to match with Unity?
I have already tried Camera.main.ScreenToWorldPoint but I always get the same result for all of the inputs.
This is what I get:
This should work:
int unityX = -gridWidth/2 + jsonX/gridWidth * gridWidth;
int unityY = gridHeight/2 - jsonY/gridHeight * gridHeight;
Edit:
I just realised you would probably need the position of the center of the tile in your grid. In that case the code above needs some modifications:
float unityX = -gridWidth/2 + jsonX/gridWidth * gridWidth + 0.5f;
float unityY = gridHeight/2 - jsonY/gridHeight * gridHeight - 0.5f;
This will place the objects you're working with in the center of their respective tiles.
try this python code, or translate it to your language:
def transformXY(x,y, jsonSizeX,jsonSizeY):
x -= jsonSizeX/2
y -= jsonSizeY/2
return x,y
x,y = getDataFromJson(...)
x,y = transformXY(x,y, jsonMaxX, jsonMaxY)
useInUnity(x,y)
Simplest way I can think of would be to have an empty GameObject where you want 0,0 to be and then calculate the positions relative to that GameObject
public class CoordinateAdjustment : MonoBehaviour
{
public GameObject positionAdjustmentGameObject;
public float cellSize = 1f; // Set to 1f for this example can change to your needs
public Vector2 GetPosition(int row, int column)
{
Vector2 position = new Vector2
(
positionAdjustmentGameObject.transform.position.x + (column * cellSize),
positionAdjustmentGameObject.transform.position.y + (row * cellSize)
);
return position;
}
}
Might need some refining but will work.

How to manipulate a shaped area of terrain in runtime - Unity 3D

My game has a drawing tool - a looping line renderer that is used as a marker to manipulate an area of the terrain in the shape of the line. This all happens in runtime as soon as the player stops drawing the line.
So far I have managed to raise terrain verteces that match the coordinates of the line renderer's points, but I have difficulties with raising the points that fall inside the marker's shape. Here is an image describing what I currently have:
I tried using the "Polygon Fill Algorithm" (http://alienryderflex.com/polygon_fill/), but raising the terrain vertices one line at a time is too resourceful (even when the algorithm is narrowed to a rectangle that surrounds only the marked area). Also my marker's outline points have gaps between them, meaning I need to add a radius to the line that raises the terrain, but that might leave the result sloppy.
Maybe I should discard the drawing mechanism and use a mesh with a mesh collider as the marker?
Any ideas are appreciated on how to get the terrain manipulated in the exact shape as the marker.
Current code:
I used this script to create the line - the first and the last line points have the same coordinates.
The code used to manipulate the terrain manipulation is currently triggered when clicking a GUI button:
using System;
using System.Collections;
using UnityEngine;
public class changeTerrainHeight_lineMarker : MonoBehaviour
{
public Terrain TerrainMain;
public LineRenderer line;
void OnGUI()
{
//Get the terrain heightmap width and height.
int xRes = TerrainMain.terrainData.heightmapWidth;
int yRes = TerrainMain.terrainData.heightmapHeight;
//GetHeights - gets the heightmap points of the tarrain. Store them in array
float[,] heights = TerrainMain.terrainData.GetHeights(0, 0, xRes, yRes);
if (GUI.Button(new Rect(30, 30, 200, 30), "Line points"))
{
/* Set the positions to array "positions" */
Vector3[] positions = new Vector3[line.positionCount];
line.GetPositions(positions);
/* use this height to the affected terrain verteces */
float height = 0.05f;
for (int i = 0; i < line.positionCount; i++)
{
/* Assign height data */
heights[Mathf.RoundToInt(positions[i].z), Mathf.RoundToInt(positions[i].x)] = height;
}
//SetHeights to change the terrain height.
TerrainMain.terrainData.SetHeights(0, 0, heights);
}
}
}
Got to the solution thanks to Siim's personal help, and thanks to the article: How can I determine whether a 2D Point is within a Polygon?.
The end result is visualized here:
First the code, then the explanation:
using System;
using System.Collections;
using UnityEngine;
public class changeTerrainHeight_lineMarker : MonoBehaviour
{
public Terrain TerrainMain;
public LineRenderer line;
void OnGUI()
{
//Get the terrain heightmap width and height.
int xRes = TerrainMain.terrainData.heightmapWidth;
int yRes = TerrainMain.terrainData.heightmapHeight;
//GetHeights - gets the heightmap points of the tarrain. Store them in array
float[,] heights = TerrainMain.terrainData.GetHeights(0, 0, xRes, yRes);
//Trigger line area raiser
if (GUI.Button(new Rect(30, 30, 200, 30), "Line fill"))
{
/* Set the positions to array "positions" */
Vector3[] positions = new Vector3[line.positionCount];
line.GetPositions(positions);
float height = 0.10f; // define the height of the affected verteces of the terrain
/* Find the reactangle the shape is in! The sides of the rectangle are based on the most-top, -right, -bottom and -left vertex. */
float ftop = float.NegativeInfinity;
float fright = float.NegativeInfinity;
float fbottom = Mathf.Infinity;
float fleft = Mathf.Infinity;
for (int i = 0; i < line.positionCount; i++)
{
//find the outmost points
if (ftop < positions[i].z)
{
ftop = positions[i].z;
}
if (fright < positions[i].x)
{
fright = positions[i].x;
}
if (fbottom > positions[i].z)
{
fbottom = positions[i].z;
}
if (fleft > positions[i].x)
{
fleft = positions[i].x;
}
}
int top = Mathf.RoundToInt(ftop);
int right = Mathf.RoundToInt(fright);
int bottom = Mathf.RoundToInt(fbottom);
int left = Mathf.RoundToInt(fleft);
int terrainXmax = right - left; // the rightmost edge of the terrain
int terrainZmax = top - bottom; // the topmost edge of the terrain
float[,] shapeHeights = TerrainMain.terrainData.GetHeights(left, bottom, terrainXmax, terrainZmax);
Vector2 point; //Create a point Vector2 point to match the shape
/* Loop through all points in the rectangle surrounding the shape */
for (int i = 0; i < terrainZmax; i++)
{
point.y = i + bottom; //Add off set to the element so it matches the position of the line
for (int j = 0; j < terrainXmax; j++)
{
point.x = j + left; //Add off set to the element so it matches the position of the line
if (InsidePolygon(point, bottom))
{
shapeHeights[i, j] = height; // set the height value to the terrain vertex
}
}
}
//SetHeights to change the terrain height.
TerrainMain.terrainData.SetHeightsDelayLOD(left, bottom, shapeHeights);
TerrainMain.ApplyDelayedHeightmapModification();
}
}
//Checks if the given vertex is inside the the shape.
bool InsidePolygon(Vector2 p, int terrainZmax)
{
// Assign the points that define the outline of the shape
Vector3[] positions = new Vector3[line.positionCount];
line.GetPositions(positions);
int count = 0;
Vector2 p1, p2;
int n = positions.Length;
// Find the lines that define the shape
for (int i = 0; i < n; i++)
{
p1.y = positions[i].z;// - p.y;
p1.x = positions[i].x;// - p.x;
if (i != n - 1)
{
p2.y = positions[(i + 1)].z;// - p.y;
p2.x = positions[(i + 1)].x;// - p.x;
}
else
{
p2.y = positions[0].z;// - p.y;
p2.x = positions[0].x;// - p.x;
}
// check if the given point p intersects with the lines that form the outline of the shape.
if (LinesIntersect(p1, p2, p, terrainZmax))
{
count++;
}
}
// the point is inside the shape when the number of line intersections is an odd number
if (count % 2 == 1)
{
return true;
}
else
{
return false;
}
}
// Function that checks if two lines intersect with each other
bool LinesIntersect(Vector2 A, Vector2 B, Vector2 C, int terrainZmax)
{
Vector2 D = new Vector2(C.x, terrainZmax);
Vector2 CmP = new Vector2(C.x - A.x, C.y - A.y);
Vector2 r = new Vector2(B.x - A.x, B.y - A.y);
Vector2 s = new Vector2(D.x - C.x, D.y - C.y);
float CmPxr = CmP.x * r.y - CmP.y * r.x;
float CmPxs = CmP.x * s.y - CmP.y * s.x;
float rxs = r.x * s.y - r.y * s.x;
if (CmPxr == 0f)
{
// Lines are collinear, and so intersect if they have any overlap
return ((C.x - A.x < 0f) != (C.x - B.x < 0f))
|| ((C.y - A.y < 0f) != (C.y - B.y < 0f));
}
if (rxs == 0f)
return false; // Lines are parallel.
float rxsr = 1f / rxs;
float t = CmPxs * rxsr;
float u = CmPxr * rxsr;
return (t >= 0f) && (t <= 1f) && (u >= 0f) && (u <= 1f);
}
}
The used method is filling the shape one line at a time - "The Ray Casting method". It turns out that this method starts taking more resources only if the given shape as a lot of sides. (A side of the shape is a line that connects two points in the outline of the shape.)
When I posted this question, my Line Renderer had 134 points defining the line. This also means the shape has the same number of sides that needs to pass the ray cast check.
When I narrowed down the number of points to 42, the method got fast enough, and also the shape did not lose almost any detail.
Furthermore I am planning on using some methods to make the contours smoother, so the shape can be defined with even less points.
In short, you need these steps to get to the result:
Create the outline of the shape;
Find the 4 points that mark the bounding box around the shape;
Start ray casting the box;
Check the number of how many times the ray intersects with the sides of the shape. The points with the odd number are located inside the shape:
Assign your attributes to all of the points that were found in the shape.

Gameobjects position change with resolution

I have a scene with multiple GameObjects with x-y-z position. I'm in 2D so the z is not used.
For now, I worked with the resolution 1024/768 and when I add a GameObject like :
GameObject star = GameObject.CreatePrimitive(PrimitiveType.Sphere);
Vector3 position = new Vector3 (x, y, z);
star.transform.localPosition = position;
It's ok, the GameObject is in the right position on my scene.
But nox, I'm trying to change the resolution (1920/1080) and all my GameObjects are moved far on the top right, out of my camera.
What's the problem ? How can I fix this ?
For me, when I change the resolution, the 0-0-0 change for my GameObjects....and something weird, If my GameObject has a LineRenderer with positions, they are good on all resolutions...
Edit : This is the function I use for generate my GameObjects, it's a galaxy generator :
for(int i = 0; i < numberOfStars; i++) {
bool checkPosition = false;
while (!checkPosition) {
// Choose a distance from the center of the galaxy.
float distance = Random.Range(5.0f, (float) galaxySize / 2 - 5);
// Choose an angle between 0 and 2 * PI.
float angle = Random.Range(0.0f, 100.0f) * 2 * Mathf.PI;
Vector3 position = new Vector3 (Mathf.Cos (angle) * distance, Mathf.Sin(angle) * distance, 9);
if (! Physics.CheckSphere(position, 1)) {
GameObject star = GameObject.CreatePrimitive(PrimitiveType.Sphere);
star.AddComponent<SolarSystem>();
star.name = i + "_" + PlanetNameGenerator.GenerateName();
star.GetComponent<SolarSystem>().name = i + "_" + PlanetNameGenerator.GenerateName();
star.transform.parent = GameObject.Find ("Targets").transform;
// On change le scale en random
float randomScale = Random.Range (0f, 0.5f);
star.transform.localScale += new Vector3(randomScale,randomScale,randomScale);
star.transform.localPosition = position;
star.tag = "SolarSystem";
checkPosition = true;
}
}
}
This is the scene I see in 1024/768, with my Sphere GameObjects and in pink LineRenderer between them :
This is what I see in 1920/1080, LineRenderer are always in the same position, but GameObjects move away :
The problem was this line :
star.transform.parent = GameObject.Find ("Targets").transform;
I moved the parent out from Canvas, chnage x-y-z positions of "Targets" to 0 et it's ok.