Unity3D Third Person Controller and Animations - unity3d

My problem is that a custom walk animation I have set in the third person controller of Unity3D is not shown.
The animation is imported from a FBX file with the model#walk.fbx structure. I know the animation works, because if I use it as the idle animation it shows. On the other hand, it also doesn't seem to be an issue with the controller script, as it works fine with the prototype character.
It seems that the animation being played is the one selected in the Animation component (which has 'Play Automatically' selected). Any attempts to change the animation from the third person controller work for the prototype character, but not for mine.
I don't have nor want run and jump animations. With the prototype character I set the walk animation on each of those with no adverse effects. The controller doesn't turn off animation this way, seeing that there are no log entries in the console from the third person controller script. The relevant line with the CrossFade call is getting called.
Any clues as to where I could look next? Is it more likely an issue with the controller, or with the animation? Something else completely?
Update: Below is the code of my controller. It works fine when I use the sample model of the construction worker that is provided with Unity. The lines with _animation.CrossFade are getting called at the expected times. Using Play or Blend instead doesn't help. There are no errors logged in the console.
For our custom animations however it doesn't work. I am now suspecting the issues lies with the model. Unfortunately I am not at liberty to share a sample of that model. I've asked the animator for further details on how he created the FBX export. Are there any specific settings he needs to use for the model to work in Unity? It remains odd though that the animations do work if I add them indepently to the scene.
// Require a character controller to be attached to the same game object
#script RequireComponent(CharacterController)
public var idleAnimation : AnimationClip;
public var walkAnimation : AnimationClip;
public var walkMaxAnimationSpeed : float = 0.75;
private var _animation : Animation;
enum CharacterState {
Idle = 0,
Walking = 1,
}
private var _characterState : CharacterState;
// The speed when walking
var walkSpeed = 2.0;
var speedSmoothing = 10.0;
var rotateSpeed = 500.0;
var targetPrecision = 5;
var targetMaxDistance = 200;
// The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.
private var lockCameraTimer = 0.0;
// The current move direction in x-z
private var moveDirection = Vector3.zero;
// The current x-z move speed
private var moveSpeed = 0.0;
// The last collision flags returned from controller.Move
private var collisionFlags : CollisionFlags;
// Are we moving backwards (This locks the camera to not do a 180 degree spin)
private var movingBack = false;
// Is the user pressing any keys?
private var isMoving = false;
private var isControllable = true;
private var isTargetting : boolean = false;
private var targetPoint : Vector3 = Vector3.zero;
function Awake () {
moveDirection = transform.TransformDirection(Vector3.forward);
_animation = GetComponent(Animation);
if(!_animation)
Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
if(!idleAnimation) {
_animation = null;
Debug.Log("No idle animation found. Turning off animations.");
}
//_animation[idleAnimation.name] = idleAnimation;
if(!walkAnimation) {
_animation = null;
Debug.Log("No walk animation found. Turning off animations.");
}
//_animation[walkAnimation.name] = walkAnimation;
}
function UpdateSmoothedMovementDirection () {
var cameraTransform = Camera.main.transform;
// Forward vector relative to the camera along the x-z plane
var forward = cameraTransform.TransformDirection(Vector3.forward);
forward.y = 0;
forward = forward.normalized;
// Right vector relative to the camera
// Always orthogonal to the forward vector
var right = Vector3(forward.z, 0, -forward.x);
var v = Input.GetAxisRaw("Vertical");
var h = Input.GetAxisRaw("Horizontal");
// Are we moving backwards or looking backwards
if (v < -0.2)
movingBack = true;
else
movingBack = false;
var wasMoving = isMoving;
isMoving = Mathf.Abs (h) > 0.1 || Mathf.Abs (v) > 0.1;
// Target direction relative to the camera
var targetDirection = h * right + v * forward;
// Lock camera for short period when transitioning moving & standing still
lockCameraTimer += Time.deltaTime;
if (isMoving != wasMoving)
lockCameraTimer = 0.0;
// We store speed and direction seperately,
// so that when the character stands still we still have a valid forward direction
// moveDirection is always normalized, and we only update it if there is user input.
if (targetDirection != Vector3.zero) {
// If we are really slow, just snap to the target direction
if (moveSpeed < walkSpeed * 0.9) {
moveDirection = targetDirection.normalized;
}
// Otherwise smoothly turn towards it
else {
moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
moveDirection = moveDirection.normalized;
}
}
// Smooth the speed based on the current target direction
var curSmooth = speedSmoothing * Time.deltaTime;
// Choose target speed
//* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
var targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0);
_characterState = CharacterState.Idle;
// Pick speed modifier
targetSpeed *= walkSpeed;
_characterState = CharacterState.Walking;
moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
}
function UpdateTargettedMovementDirection () {
var cameraTransform = Camera.main.transform;
var wasMoving = isMoving;
isMoving = true;//Mathf.Abs (h) > 0.1 || Mathf.Abs (v) > 0.1;
// Target direction relative to the camera
// var targetDirection = h * right + v * forward;
var targetDirection = Vector3.zero;
targetDirection.x = targetPoint.x - transform.position.x;
targetDirection.z = targetPoint.z - transform.position.z;
targetDirection = targetDirection.normalized;
//Debug.Log("Target direction is " + targetDirection);
// Lock camera for short period when transitioning moving & standing still
lockCameraTimer += Time.deltaTime;
if (isMoving != wasMoving)
lockCameraTimer = 0.0;
// We store speed and direction seperately,
// so that when the character stands still we still have a valid forward direction
// moveDirection is always normalized, and we only update it if there is user input.
if (targetDirection != Vector3.zero) {
// If we are really slow, just snap to the target direction
if (moveSpeed < walkSpeed * 0.9) {
moveDirection = targetDirection.normalized;
}
// Otherwise smoothly turn towards it
else {
moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
moveDirection = moveDirection.normalized;
}
}
// Smooth the speed based on the current target direction
var curSmooth = speedSmoothing * Time.deltaTime;
// Choose target speed
//* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
var targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0);
_characterState = CharacterState.Idle;
// Pick speed modifier
targetSpeed *= walkSpeed;
_characterState = CharacterState.Walking;
moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
}
function Update() {
if (!isControllable) {
// kill all inputs if not controllable.
Input.ResetInputAxes();
}
var distance : float = 0;
if (Input.GetMouseButtonUp(0)) {
if (isTargetting) {
isTargetting = false;
// Debug.Log("Stopped moving");
FaceCamera();
} else {
var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
var layerMask = 1 << 8; // Terrain is layer 8
var hit : RaycastHit;
Physics.Raycast(Camera.main.transform.position, ray.direction, hit, 1000, layerMask);
distance = Vector3.Distance(transform.position, hit.point);
if (distance <= targetMaxDistance && hit.point != Vector3.zero) {
targetPoint = hit.point;
isTargetting = true;
// Debug.Log("Mouse up at hit " + hit.point + " at distance " + distance);
} else {
isTargetting = false;
// Debug.Log("Ignored mouse up at hit " + hit.point + " at distance " + distance);
}
}
}
if (isTargetting) {
// Debug.Log("Moving to " + targetPoint);
distance = Vector3.Distance(transform.position, targetPoint);
if (distance < targetPrecision) {
// Debug.Log("Reached point " + targetPoint + " at distance " + distance);
isTargetting = false;
FaceCamera();
} else {
UpdateTargettedMovementDirection();
}
} else {
UpdateSmoothedMovementDirection();
}
// Calculate actual motion
var movement = moveDirection * moveSpeed;
movement *= Time.deltaTime;
// Move the controller
var controller : CharacterController = GetComponent(CharacterController);
collisionFlags = controller.Move(movement);
// ANIMATION sector
if (_animation) {
if (controller.velocity.sqrMagnitude < 0.1) {
_animation.CrossFade(idleAnimation.name);
} else {
//_animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, walkMaxAnimationSpeed);
_animation.CrossFade(walkAnimation.name);
}
} else {
Debug.Log("Animation is null!");
}
// ANIMATION sector
// Set rotation to the move direction
transform.rotation = Quaternion.LookRotation(moveDirection);
}
function OnControllerColliderHit (hit : ControllerColliderHit ) {
// Debug.DrawRay(hit.point, hit.normal);
if (hit.moveDirection.y > 0.01)
return;
}
function GetSpeed () {
return moveSpeed;
}
function GetDirection () {
return moveDirection;
}
function IsMovingBackwards () {
return movingBack;
}
function GetLockCameraTimer () {
return lockCameraTimer;
}
function IsMoving () : boolean {
return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5;
}
function Reset () {
gameObject.tag = "Player";
}
function FaceCamera() {
var cameraTransform = Camera.main.transform;
// Forward vector relative to the camera along the x-z plane
var forward = cameraTransform.TransformDirection(Vector3.forward);
forward.y = 0;
forward = forward.normalized;
moveDirection = -forward;
}
Update 2: The settings used to create the animations are in these screenshots. Are they correct?

Not (yet :-) an answer but I need more space and images.
Since 3.5 Unity3d the way to handle imports based on animation#model.fbx notation has changed and some people reported trouble (s. for example BIG Unity 3.5.0f1 problem with Skinned Rig - Major FAIL). The problem arises when a 2nd root bone comes to play but I could solve this by dragging the animations to the model file prefab (most of my animations are contained in the model and the remaining 2 are no big pain).
Just to be really sure that I understood your answer in the comments section right, you have something like this:
That means:
Within the character model the animations array contains all animations
The number of bones and all names are exactly like in your prototype character
If you open an animation view, you can see a read-only list of all animations of the character selected in hierarchy view
Assuming this is fine some more suggestions:
I can't see any place in the code where you set WrapMode.Loop or animation speed. Are you sure it is configured as Loop in inspector and is not overwritten somewhere.
CrossFade with no parameters assumes 0.3 seconds
What happens after the cross fade call? Does the DefaulTake stops playing?
Can you drag the Walk animation as default
Do you use different animation layers?
What output do you get when you set up Debug.Log ("Walk: " + player.animation.IsPlaying ("Walk"));
[Update]
Let's look at the import settings. Do you have Split Animations
checked and are there maybe wrong values entered at Start and
End like 1-1?
Regarding Toggling of IsPlaying: Please create more output about the AnimationState properties. Most notable speed, length, enabled, weight, ... I have a suspicion that the animation is too short or played too fast.
A walk animation that is no bone animation sounds a bit strange. On the other hand console would cry out loud if bone names are not matching. So I assume there is no problem now.

That is strange, can you post the source&demo?
You can try to check:
Check if the animation names and properties are set correctly in the editor.
Create an object without the controller and make sure the animations were imported correctly.

Related

Unity RotateAround Clamp Dead Zone Issue

For the past 3 days, I have tried numerous methods and read dozens of questions on forums in order to achieve the desired effect of rotating a camera on the Y axis using mouse rotations, and clamping the rotation within a certain range. The amount of rotation is dependent on how close the mouse is to the edge of the screen.
I was unable to find a solution, but I was able to learn enough to have my own honest attempt at it, and I came quite close. The prominent issue I faced was being able to properly clamp the RotateAround() inside of the desired range. This is because of eulerAngles being 0 - 360, and having the min and max of the clamp transition to the other side of the spectrum.
By clamping the rotation degrees before calling RotateAround, I was able to get the clamping to work, though I had to use Booleans to get them to work properly.
My current issue is that when the initial Y rotation(anchor) is slightly below 360, the camera fails to clamp on the left and will clamp back around to the right side of the range.
In all other situations, the clamping works just fine:
Initial Y rotation slightly above 0
Not within the dead zone
While debugging, I find that this is because rightOverFlag is true. When I set this bool to true manually in situations clamping normally works fine, the clamping will no longer work on the left.
I can't seem to find how this bool being true causes something like this to happen, so I am hoping some fresh eyes and seasoned advice can help me learn from this. Thank you.
public gameState gameState;
public openCams openCams;
private GameObject GameStateManager;
[SerializeField]
private GameObject Player;
[SerializeField]
private Camera cam;
// Rotation Variables
private Quaternion initialRotation;
private float initialYRotation = 0f;
[SerializeField]
private float angleRange;
private float anchorY = 0f;
public bool leftOverFlag = false;
public bool rightOverFlag = false;
void Start()
{
cam = Camera.main;
Cursor.lockState = CursorLockMode.None;
}
public void OrientControls()
{
initialRotation = Player.transform.rotation;
initialYRotation = Player.transform.eulerAngles.y;
anchorY = initialYRotation;
if (anchorY > 360)
{
anchorY -= 360;
}
rightOverFlag = false;
leftOverFlag = false;
if ((anchorY + angleRange) > 360)
{
rightOverFlag = true;
}
else if ((anchorY - angleRange) <= 0)
{
leftOverFlag = true;
}
}
void Update()
{
if (openCams.GetMonitorState() == false)
{
mousePos = Input.mousePosition;
float rotateDegrees = 0f;
//Debug.Log(Player.transform.eulerAngles.y);
// THERE IS CODE HERE THAT INCREASES ROTATE DEGREES BASED ON MOUSE POSITION. I removed it for the sake of readability, because it was quite long and unrelated to my issue.
float angleFromInitial = Quaternion.Angle(initialRotation, Player.transform.rotation);
float currentPlayerYRot = Player.transform.eulerAngles.y;
if (currentPlayerYRot > 360)
{
currentPlayerYRot -= 360;
}
bool currentRightOverageFlag = false;
bool currentLeftOverageFlag = false;
if (rightOverFlag)
{
if ((currentPlayerYRot) < (anchorY - (angleRange - 5))) //
{
currentRightOverageFlag = true;
}
}
if (leftOverFlag)
{
if ((currentPlayerYRot) > (anchorY + (angleRange + 5)))
{
currentLeftOverageFlag = true;
}
}
// !!! - For some reason, when rightOverFlag is enabled, the clamp does not work on the left side. In all other situations, the clamp works perfectly.- !!!
if (!currentLeftOverageFlag && !currentRightOverageFlag)
{
if (currentPlayerYRot < anchorY) // Regular
{
angleFromInitial *= -1;
}
}
else if (currentLeftOverageFlag && !currentRightOverageFlag)
{
if (currentPlayerYRot > anchorY) // If over the left line
{
angleFromInitial *= -1;
}
}
else if (!currentLeftOverageFlag && currentRightOverageFlag)
{
if (currentPlayerYRot > anchorY) // If over the right line
{
angleFromInitial *= -1;
}
}
else
{
Debug.Log("staticPersonController: ERROR => Cannot have current left and right overage flags enabled at the same time.");
}
currentLeftOverageFlag = false;
currentRightOverageFlag = false;
float newAngle = Mathf.Clamp(angleFromInitial + rotateDegrees, -angleRange, angleRange);
rotateDegrees = newAngle - angleFromInitial;
Player.transform.RotateAround(Player.transform.position, Vector3.up, rotateDegrees);
}
}
}
Assume you have these two variables set.
// This is the initial value of the player's Y rotation. Set only once.
float initialRotY = Player.transform.eulerAngles.y;
// This is the offset of the player's Y rotation based on the cursor position
// e.g. -90 when the cursor is on the left edge and 90 on the right
float mouseBasedRotY;
In the Update method, just do this.
Player.transform.rotation = Quaternion.Euler(0f, initialRotY + mouseBasedRotY, 0f);
You don't have to clamp the value, because the degree is always limited in [initialRotY-90, initialRotY+90]

Unity3d lift movement down with keycode

this code does so when I press the A key or the B key, the elevator stops upwards on the first or second floor.
The question is
How do I modify the code that when the elevator is on the second floor, for example, and I press the A key again to make the elevator go down to the first floor?
Question two
If I replace
if (Input.GetKey (KeyCode.A)) {}
with this
if (Input.GetKeyUp (KeyCode.Keypad1)) {}
so the code does not work. Why?
Thank you for advice
Sorry for the bad English. Here is the code
public GameObject lift;
private bool keyHHit=false;
private bool keyHHitB=false;
void Update ()
{
if (Input.GetKey(KeyCode.B))
{
keyHHit=true;
}
if( keyHHit==true)
{
if(transform.localPosition.y >= 14.52)
{
transform.Translate(new Vector3(0, 0, 0) * 2 * Time.deltaTime, Space.Self);
}
else
{
transform.Translate(new Vector3(0, 2, 0) * 2 * Time.deltaTime, Space.Self);
}
}
if (Input.GetKey(KeyCode.A))
{
keyHHitB=true;
}
if( keyHHitB==true)
{
if(transform.localPosition.y >= 8.52)
{
transform.Translate(new Vector3(0, 0, 0) * 2 * Time.deltaTime, Space.Self);
}
else
{
transform.Translate(new Vector3(0, 2, 0) * 2 * Time.deltaTime, Space.Self);
//transform.Translate(Vector3.up * 0.05f);
}
}
}
So if I understand you correctly
you have two or 3 floors (doesn't matter, could be more later).
Once you press a button you want to move towards the target floor until you reach there. "Lock" input meanwhile
Once you reached a floor "unlock" Input again and allow to also go down if the current floor is above the target floor
I would use a Coroutine and Vector3.Lerp for this.
First lets have a class for floors so it is easier to add additional floors later
[Serializable]
public class FloorSetting
{
public KeyCode Key;
public Vector3 Position;
}
Then simply have an array of all floors target positions and according keys
// Configure these floors in the Inspector
// simply add the entries you need and adjust buttons and target positions
[SerializeField] private FloorSetting[] floors;
[SerializeField] private float moveUnitsPerSecond = 1f;
// This flag is for blocking any Input while moving
// thus preventing concurrent routines
private bool isMoving;
private void Update()
{
// if already moving do nothing
if(isMoving) return;
// check if any of the configured keys was pressed and start moving
// towards the according position
foreach(var floor in floors)
{
// You want to use GetKeyDown to only get the first press event
// you don't care about continues press since you will keep moving automatically until reaching the floor
if(Input.GetKeyDown(floor.Key))
{
StartCoroutine(MoveRoutine(floor.Position));
}
}
}
private IEnumerator MoveRoutine(Vector3 targetPosition)
{
// block concurrent routine
if(isMoving) yield break;
isMoving = true;
// Get the duration of movement
var startPosition = transform.position;
var duration = Vector3.Distance(startPosition, targetPosition) / moveUnitsPerSecond;
// Move smoothly towards the target position and add some easing
var timePassed = 0f;
while(timePassed <= duration)
{
// A interpolation factor between 0 and 1
var factor = timePassed / duration;
// optionally add ease-in and out
factor = Mathf.SmoothStep(0, 1, factor);
// Set the position to an interpolated position between start and target depending on the factor
transform.position = Vector3.Lerp(startPosition, targetPosition, factor);
// increase by the time passed since last frame
timePassed += Time.deltaTime;
// Tells Unity to "pause" the routine here, render this frame
// and continue from here in the next frame
yield return null;
}
// Just to be sure in he end set it to hard position
transform.position = targetPosition;
// optionally add some cooldown in seconds
yield return new WaitForSeconds(1f);
// Release the lock so next move can start now
isMoving = false;
}
If you don't need the easing you could as well also implement it lot easier using Vector3.MoveTowards like e.g.
while(!Mathf.Approximately(Vector3.Distance(transform.position, targetPosition), 0)
{
transform.position = Vector3.MoveTowards(transform.position, targetPosition, moveUnitsPerSecond);
yield return null;
}
transform.position = targetPosition;
Note: Typed on smartphone but I hope the idea gets clear

Restricting movement of a 2d object to backward only in UNITY

I'm making a simple project in Unity where there is a Ball attached to a SpringJoint2d component the ball is on an angled slope, like in the image below:
I simply want the user to be able to drag the ball backward along the edge of the slope only,in other words I don't want the user to be able to move the ball away from the slope or into it.
I'v been trying several ways I thought could do the job hers the script of the dragging with what I tried:
(This Is the updated version)
public class ball : MonoBehaviour
{
public Rigidbody2D rb;
public Transform spring;
public Transform calcpoint;
private Vector3 start;
private Vector3 end;
private bool isPressed = false;
RaycastHit2D[] hits = new RaycastHit2D[2];
RaycastHit2D[] hits2 = new RaycastHit2D[2];
float factor = 0;
private void OnMouseDown()
{
if (!isPressed)
{
isPressed = true;
rb.isKinematic = true;
}
}
private void OnMouseUp()
{
isPressed = false;
rb.isKinematic = false;
StartCoroutine(release());
}
/// <summary>
/// release the ball from the spring joint after a small amount of time
/// </summary>
/// <returns></returns>
IEnumerator release()
{
yield return new WaitForSeconds(0.1f);
rb.GetComponent<SpringJoint2D>().enabled = false;
}
// Update is called once per frame
void Update()
{
if (isPressed)
{
if (Vector3.Distance(spring.position, rb.position) > 3f || spring.position.x < (rb.position.x - 1)) return;//restrict the dragging of the ball to not go beyond the spring point and not too far back
float angle = 0;
if (checkGround() > 1)//if we hit the slope with the ray cast downward from the mouse/Tap position
{
angle = Mathf.Abs(Mathf.Atan2(hits[1].normal.x, hits[1].normal.y) * Mathf.Rad2Deg); //get angle
factor = (float)(((45 - angle) * 0.02) + 1) * (angle / 45);//an inaccurate formula to offset the ball to be on top of the slope that works just fine with some glitches
rb.position = hits[1].point + new Vector2(0, factor * 1f);//position the ball at the point were the ray cast downward from the mouse hit
//(that puts the ball center on the line of the slope) so I offset it usinf the formula above
}
}
}
private int checkGround()
{
int h = Physics2D.RaycastNonAlloc(Camera.main.ScreenToWorldPoint(Input.mousePosition), -Vector2.up, hits); //cast downwards
return h;
}
}
here are the settings on the ball:
and the slope setup:
The dragging of the ball works fine ,at one point the player could drag it in the air or into the slope, I managed to fix that with the new code so now the player could only drag it on the edge, though my calculations are still a bit flawed and when the slopes angle is changed the ball would dip a bit inside the slope and that causes some problems at release.
The method used to try to solve the problem is simple, when the player start dragging the ball I cast a ray from the mouse downward and pit the ball on the point of impact with the slope ,offsetting it to sit on top of it,right ow the problem is that the offsetting part is not accurate enough.
I hope I explained myself a bit better this time Thanks:)
After lots of trial and error I did manage to come up with a perfect solution to the problem so I thought I might as well share the answer maybe it will help someone.
here is the updated code I changed my method of restricting the movement completely now I use simple linear line equation as shown below:
private void OnMouseDown()
{
if (!isPressed)
{
//cast a ray on the slope
if (checkGround() > 1)
{
angle = Mathf.Abs(Mathf.Atan2(hits[1].normal.x, hits[1].normal.y) * Mathf.Rad2Deg); //get angle
slope = Mathf.Tan(angle * Mathf.Deg2Rad);//get the slope steepiness
}
isPressed = true;
rb.isKinematic = true;
}
}
private void OnMouseUp()
{
isPressed = false;
rb.isKinematic = false;
StartCoroutine(release());
}
void Update() {
if (isPressed)
{
xMove = Camera.main.ScreenToWorldPoint(Input.mousePosition).x - spring.position.x;//get how much the mouse moved backward or forward
if (xMove < -3f ) xMove = -3f; //restrict the drag range to 3 backward
if (xMove > 0.3f) xMove = 0.3f;//restrict the drag range to 0.3 forward
xpos = spring.position.x+xMove;//since the ball and the spring start at exactly the same position the new ball's x position would be the spring x + the x movement we calculated above
ypos = (xMove * slope)- spring.position.y; //the y posistion would be y=mx+b so the the x movement * the slop steepiness - the starting y position
rb.position = new Vector2(xpos, -ypos);//set the new position of the ball
}
}
private int checkGround()
{
int h = Physics2D.RaycastNonAlloc(Camera.main.ScreenToWorldPoint(Input.mousePosition), -Vector2.up, hits); //cast downwards
return h;
}

Unity3D How to make object go away form mouse click position 2D

Im thinking about it two days. I still did not made any progress.
I wonder how to do that objects fly away from mouse click position in 2D view?
I tried like that:
pos = Input.mousePosition;
Vector3 realWorldPos = Camera.main.ScreenToViewportPoint(pos);
print("MOuse pos: " + realWorldPos);
//print(realWorldPos);
Vector3 velo = GetComponent<Rigidbody2D>().velocity;
if (realWorldPos.x < 0.5)
{
velo = new Vector3((realWorldPos.x * speed), velo.y);
}
else if(realWorldPos.x > 0.5)
{
velo = new Vector3((realWorldPos.x * speed) * (-1), velo.y);
}
if (realWorldPos.y < 0.5)
{
velo = new Vector3(velo.x, realWorldPos.y * speed);
}
else if (realWorldPos.y > 0.5)
{
velo = new Vector3(velo.x, (realWorldPos.y * speed) * (-1));
}
GetComponent<Rigidbody2D>().velocity = velo;
But it doesnt work as I want.
Is it possible to do this?
For this to work your Rigidbody2D must have Gravity Scale set to 0.
This is a simple test code that works for me, is placed on a sprite object:
public class PushPlayer : MonoBehaviour
{
public float pushPower = 50.0f;
Rigidbody2D rb;
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
void Update()
{
if(Input.GetMouseButtonDown(0))
{
Vector3 dir = transform.position - Camera.main.ScreenToWorldPoint(Input.mousePosition);
dir = dir.normalized;
rb.AddForce(dir * pushPower, ForceMode2D.Force);
// as alternative:
rb.velocity = dir * pushPower;
}
}
}
You need to adjust the values a bit, also in the regidbody (like drag) to get it the way you want.
Edit:
transform.position - Camera.main.ScreenToWorldPoint(Input.mousePosition): calculate the directional vector from the mouse position to the player position (have a look a vector algebra if you are not familiar with this) which is the direction away from the click (in a straight line).
dir.normalized: this shortens the vector to a length (= magnitude) of 1 (again have a look at vectors) so it really is just a direction. You could omit this and reduce the factor, but doing it this way your factor equals the force you use.

Unity game engine having camera follow script transform change depending on car selected script?

OVERALL GOAL: Have the camera change target to the selected car
I'm new to the unity game engine and got a bit of a problem.
So, I have a successful car selector which changes between cars and starts the match with that car. Everything there works. The only issue is that my "CarCameraScript" has a transform variable which is always 1 of the 3 cars. I want it to change dependant on the selected car.
Here is the look at the code of the CarCameraScript
#pragma strict
var car : Transform;
var distance: float = 6.4;
var height: float = 1.4;
var rotationDamping : float = 3.0;
var heightDamping: float = 2.0;
var zoomRatio : float = 0.5;
var DefaultFOV : float = 60;
private var rotationVector : Vector3;
function Start () {
}
function LateUpdate () {
var wantedAngel = rotationVector.y;
var wantedHeight = car.position.y + height;
var myAngel = transform.eulerAngles.y;
var myHeight = transform.position.y;
myAngel = Mathf.LerpAngle(myAngel,wantedAngel,rotationDamping*Time.deltaTime);
myHeight = Mathf.Lerp(myHeight,wantedHeight,heightDamping*Time.deltaTime);
var currentRotation = Quaternion.Euler(0,myAngel,0);
transform.position = car.position;
transform.position -= currentRotation*Vector3.forward*distance;
transform.position.y = myHeight;
transform.LookAt(car);
}
function FixedUpdate () {
var localVilocity = car.InverseTransformDirection(car.rigidbody.velocity);
if (localVilocity.z<-0.5) {
rotationVector.y = car.eulerAngles.y + 180;
} else {
rotationVector.y = car.eulerAngles.y;
}
var acc = car.rigidbody.velocity.magnitude;
camera.fieldOfView = DefaultFOV + acc*zoomRatio;
}
This is what it looks like on the side panel.
http://i.stack.imgur.com/lYJP7.jpg
The area that says none (transform) is the place that should be variable dependant on the currently selected car.
Now, Here is my other script being the CharacterSelectScript
#pragma strict
//this is the currently selected Player. Also the one that will be saved to PlayerPrefs
var selectedPlayer : int = 0;
function Update()
{
if (Input.GetMouseButtonUp (0)) {
var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
var hit : RaycastHit;
if (Physics.Raycast (ray, hit, 100))
{
// The pink text is where you would put the name of the object you want to click on (has attached collider).
if(hit.collider.name == "Player1")
SelectedCharacter1(); //Sends this click down to a function called "SelectedCharacter1(). Which is where all of our stuff happens.
if(hit.collider.name == "Player2")
SelectedCharacter2();
if(hit.collider.name == "Player3")
SelectedCharacter3();
}
else
{
return;
}
}
}
function SelectedCharacter1() {
Debug.Log ("Character 1 SELECTED"); //Print out in the Unity console which character was selected.
selectedPlayer = 1;
PlayerPrefs.SetInt("selectedPlayer", (selectedPlayer));
}
function SelectedCharacter2() {
Debug.Log ("Character 2 SELECTED");
selectedPlayer = 2;
PlayerPrefs.SetInt("selectedPlayer", (selectedPlayer));
}
function SelectedCharacter3() {
Debug.Log ("Character 3 SELECTED");
selectedPlayer = 3;
PlayerPrefs.SetInt("selectedPlayer", (selectedPlayer));
}
How would I get it so that the SelectedPlayer changes the transform in the first script?
Any ideas?
I also have the prefab script which probably isnt important.
Also, should I join both scripts into one?
OVERALL GOAL: Have the camera change target to the selected car