Unity 2D make item move around player in a cricle - c#

So what I want is to move an item around the player in a circle but the item is moving along the circle depending on the mouse position. Im trying to do this as a sort of item equip thing and I can't get it to work.
What I have so far is the item moving in a circle around the player but not along the circle depending on the mouse position.
using UnityEngine;
public class Item : MonoBehaviour
{
public Transform target;
public SpriteRenderer renderer;
public float circleRadius = 1f;
public float rotationSpeed = 1f;
public float elevationOffset = 0f;
Vector2 positionOffset;
float angle;
void FixedUpdate()
{
positionOffset.Set(
Mathf.Cos(angle) * circleRadius,
Mathf.Sin(angle) * circleRadius
);
transform.position = new Vector3(target.position.x + positionOffset.x, target.position.y + positionOffset.y);
angle += Time.fixedDeltaTime * rotationSpeed;
}
}

If we assume that target is the "player" then we can:
Get the mouse position, as a world co-ordinate
Normalise the difference between the mouse and the player, times radius
Position the item along that normalised direction
private void Update ( )
{
var worldPosition = Camera.main.ScreenToWorldPoint( Input.mousePosition );
var positionOnCircle = (worldPosition - target.position).normalized * circleRadius;
transform.position = target.position + positionOnCircle;
}

Related

Rotate rigidbody with moverotation in the direction of the camera

I want to use moverotation to rotate the object in the direction of the Main Camera, like a common third person shooter, but I don't know how to set the quaternion values or otherwise
`using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class movimento : MonoBehaviour
{
[SerializeField] float walk = 1;
[SerializeField] float run = 2;
Vector3 movement = Vector3.zero;
private Rigidbody rig;
// Start is called before the first frame update
void Start()
{
rig = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.LeftShift)) walk = (walk + run);
if (Input.GetKeyUp(KeyCode.LeftShift)) walk = (walk - run);
float Horizontal = Input.GetAxis("Horizontal");.
float Vertical = Input.GetAxis("Vertical");
movement = Camera.main.transform.forward * Vertical + Camera.main.transform.right * Horizontal;
float origMagnitude = movement.magnitude;
movement.y = 0f;
movement = movement.normalized * origMagnitude;
}
private void FixedUpdate ()
{
rig.MovePosition(rig.position + movement * walk * Time.fixedDeltaTime);
Quaternion rotation = Quaternion.Euler(???);
rig.MoveRotation(rig.rotation * rotation);
}
}`
i use a coroutine to do smooth rotation. I use Quaternion.LookRotation for the job.
so you indicate the position of object to look at and the duration of animation. Here you want to rotate face to the main camera
StartCoroutine(SmoothRotation(Camera.main.transform, 3f));
:
:
IEnumerator SmoothRotation(Transform target, float duration)
{
float currentDelta = 0;
var startrotation = transform.rotation;//use your rigisbody if you want here i use the gameobject
var LookPos = target.position - transform.position;
var finalrot = Quaternion.LookRotation(LookPos);
while (currentDelta <= 1f)
{
currentDelta += Time.deltaTime / duration;
transform.rotation = Quaternion.Lerp(startrotation, finalrot, currentDelta);//
yield return null;
}
transform.rotation = finalrot;
}
if you want to see (in scene when running) where your camera points just add this line of code in update():
Debug.DrawRay(Camera.main.transform.position, Camera.main.transform.TransformDirection(Vector3.forward) * 10f, Color.black);
if you want to point in same direction tha nthe Camera just change the line of finalrot in SmoothRotation Method:
var finalrot = Camera.main.transform.rotation;
you dont need to calculate the LookPos
for your problem of crazy rotation, i suggest you to reset rotation x and z
direction = hit.transform.position - transform.position;
Quaternion rotation = Quaternion.LookRotation(direction);
rotation.x = 0f;
rotation.z = 0f;
a tips to detect object what you want with the raycast inside spere : Physics.OverlapSphere: you could select what you want to cast when using the optional parameter layermask
private void DetectEnemy(Vector3 center, float radius)
{
var hitColliders = Physics.OverlapSphere(center, radius );
for (var i = 0; i < hitColliders.Length; i++)
{
print(hitColliders[i].name + "," + hitColliders[i].transform.position);
// collect information on the hits here
}
}
I created a raycast from the camera, and I would like to rotate the rigidbody to where the raycast is pointing but if i launch unity, it rotated wildly. What is the error?
Vector3 direction;
Vector3 rayDir = new Vector3(Screen.width/2,Screen.height/2);
void Update()
Ray ray = Camera.main.ScreenPointToRay(rayDir);
Debug.DrawRay(ray.origin, ray.direction * 10, Color.yellow);
RaycastHit hit = new RaycastHit ();
direction = hit.point - transform.position;
private void FixedUpdate ()
Quaternion rotation = Quaternion.LookRotation(direction);
rig.MoveRotation(rig.rotation * rotation);
Add a character controller component, this is what is for. See:
https://docs.unity3d.com/Manual/class-CharacterController.html

How do I make a 2D object face the direction it is moving like drifting

As shown in the picture above, I have two GameObjects: the car and the circle. The car follows the circle, and the circle is moving with the cursor. Currently, my car is following the circle from a distance. When the circle moves along the x-axis, I want to rotate the car like it's drifting.
Here is my car follow script:
public class Follow : MonoBehaviour
{
public Transform leader;
public float followSharpness = 0.1f;
Vector3 _followOffset;
void Start()
{
// Cache the initial offset at time of load/spawn:
_followOffset = transform.position - leader.position;
}
void LateUpdate()
{
// Apply that offset to get a target position.
Vector3 targetPosition = leader.position + _followOffset;
//GetComponent<Rigidbody2D>().rotation = 1.5f;
// Keep our y position unchanged.
//targetPosition.y = transform.position.y;
// Smooth follow.
transform.position += (targetPosition - transform.position) * followSharpness;
}
}
You could try to use Transform.LookAt:
void LateUpdate()
{
Vector3 targetPosition = leader.position + _followOffset;
transform.position += (targetPosition - transform.position) * followSharpness;
transform.LookAt(leader);
}
Disclaimer: I'm not able to test that this code works right now, you'll have to try it out and see if it produces the desired result.
So from what you described, is you want to make the car always facing the cursor, so it is always "looking at" the cursor, here is how you can do it:
Vector3 diff = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
diff.Normalize();
float rot_z = Mathf.Atan2(diff.y, diff.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.Euler(0f, 0f, rot_z - 90);
From Answer: LookAt 2D Equivalent ?

C# How to make a smooth jump in unity3d without moving the X, towards the nearest object

I would like to make a smooth jump towards the nearest cube. I already have a script to detect the closest cube. I want that the X-axis is locked, so only the Y-axis and the Z-axis change when jumping. I would like to use a Jump animation when jumping. I already tried to use Vector3MoveTowards, but that didn't really work well, maybe I didn't use it properly.
Detect nearest cube where the player should jump to (C#)
void Update()
{
FindClosestCube ();
GameObject closestCube = FindClosestCube ();
Debug.Log (closestCube);
}
GameObject FindClosestCube() {
GameObject[] gos;
gos = GameObject.FindGameObjectsWithTag("cube");
GameObject closest = null;
float distance = Mathf.Infinity;
float position = transform.position.z;
foreach (GameObject go in gos) {
float diff = go.transform.position.z - position;
float curDistance = diff;
if (curDistance < distance) {
closest = go;
distance = curDistance;
}
}
return closest;
}
The tricky part is that at some cubes you have to jump up (y+1), with some cubes you jump towards the same Y (y+0) and with some cubes you jump down (y-1).
How do I do this?
Image of how it looks like:
EDIT: I have this code right now:
----------------C#-----------------
Rigidbody rb;
public int clicks = 0;
Vector3 target;
public Animation jumpAnimation;
bool jump = false;
float cubeDiffY;
bool movePlayer;
public float smoothTime = 0.3f;
public float yVelocity = 0.0f;
void Start()
{
rb = GetComponent<Rigidbody> ();
}
void Update ()
{
FindClosestCube ();
GameObject closestCube = FindClosestCube ();
Debug.Log ("Closestcube = " + closestCube);
target = closestCube.transform.position + new Vector3 (0f, 0.7f, 0f);
cubeDiffY = target.y - transform.position.y;
movePlayer = true;
Debug.Log("Cube Difference Y-axis = " + Mathf.Round(cubeDiffY));
if (Input.GetMouseButtonDown (0))
{
clicks += 1;
jump = true;
jumpAnimation = gameObject.GetComponent<Animation>();
//jumpAnimation.Play ();
}
if (jump == true)
{
Jump ();
}
}
void Jump()
{
float newPosition = Mathf.SmoothDamp (transform.position.y, target.y, ref yVelocity, smoothTime);
transform.position = new Vector3 (0, newPosition, transform.position.z);
}
I calculated the difference in Y-axis between the cube where the player is standing on and the closestCube. But the Jump() doesn't work. How do I fix that?
Okay I set up a quick version of your game and got what you wanted to work, it is not exactly a quick solution, because what your doing doesn't have built in functionality for other than using animations.
Here is the character script that has all the code you need and commented thoroughly so it should explain itself.
using UnityEngine;
public class Character : MonoBehaviour
{
//the collider for the player
private new BoxCollider collider;
//the jump box collider on a empty game object that is a child to the player object
public BoxCollider JumpBox;
//the offset of the cube so it doesn't stop inside of it
public Vector3 cubeOffset;
//how high the jump will be
public float JumpHeight;
//how fast the jump will be
public float JumpSpeed;
//holds the change in position the jump will produce
private Vector3 jumpDelta;
//holds the destination cube the jump is attempting to hit
private Cube destinationCube;
//true if a jumping animation is currently playing
private bool jumping = false;
//used to swap the jump direction from up to down
private bool jumpDirection = true;
//used to hold the position of the jump so it knows when to stop
private float jumpPosition = 0;
// Use this for initialization
void Start()
{
collider = GetComponent<BoxCollider>();
}
// Update is called once per frame
void Update()
{
if(jumping)
{
//move straight towards the cube
transform.position = transform.position + (JumpSpeed * jumpDelta);
//move up and down to simulate a jump
//check the current move direction
if (jumpDirection)
{
//add to the jump position twice product of the JumpHeight the JumpSpeed so that it will
//rise and fall the same amount of time it takes to move to the destination
jumpPosition += JumpHeight * JumpSpeed * 2;
//if it has passed the jump height reverse the jump direction
if (jumpPosition >= JumpHeight)
jumpDirection = !jumpDirection;
transform.position += transform.up * JumpHeight * JumpSpeed * 2;
}
//the jump direction is going down
else
{
jumpPosition -= JumpHeight * JumpSpeed * 2;
transform.position -= transform.up * JumpHeight * JumpSpeed * 2;
}
//check if the character collider intersects witht he cubes collider
//if it has then stop jumping and set the final position as the destination position
if (collider.bounds.Intersects(destinationCube.BoxCollider.bounds))
{
jumping = false;
transform.position = destinationCube.transform.position + cubeOffset;
}
}
//detect a jump
if (Input.GetKeyDown(KeyCode.Space))
{
//detect all hits on the jump box
Collider[] hits = Physics.OverlapBox(JumpBox.center, JumpBox.size * 0.5f);
//get the closest collider with the right tag
Collider result = GetClosestColliderWithTag(hits, "Cube");
//if we have a result then begin the jumping animation
if(result != null)
{
//gets the destination cubes cube component(the custom class you have on your cubes)
destinationCube = result.gameObject.GetComponent<Cube>();
//calculate the jump delta
jumpDelta = (result.transform.position + cubeOffset) - transform.position;
//remove the left and right components so the jumping doesnt move to the left or right of the player
Vector3 component = Vector3.Project(jumpDelta, -transform.right);
jumpDelta -= component;
component = Vector3.Project(jumpDelta, transform.right);
jumpDelta -= component;
//setup the jump animation control fields to the initial values
jumpPosition = 0;
jumpDirection = true;
jumping = true;
}
}
}
private Collider GetClosestColliderWithTag(Collider[] colliders, string tag)
{
//just gets the closest collider
float distance = float.MaxValue;
int result = -1;
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].tag == tag)
{
float distanceTemp = Vector3.Distance(transform.position, colliders[i].transform.position);
if (distanceTemp < distance)
{
distance = distanceTemp;
result = i;
}
}
}
if (result != -1)
return colliders[result];
else return null;
}
}
And here is my cube script which has some things you will need to add
using UnityEngine;
public class Cube : MonoBehaviour {
//these arent important just fields I used to set up a quick version of your game
public GameObject StartPoint;
public GameObject EndPoint;
public float Speed;
private Vector3 directionVector;
private bool direction;
//YOU WILL NEED THIS!!
[HideInInspector]
public BoxCollider BoxCollider;
// Use this for initialization
void Start() {
//not important
directionVector = EndPoint.transform.position - StartPoint.transform.position;
directionVector.Normalize();
//DONT FORGET TO SET YOUR BOX COLLIDER
BoxCollider = GetComponent<BoxCollider>();
}
// Update is called once per frame
void Update()
{
float distance = 0;
if (direction)
{
distance = Vector3.Distance(EndPoint.transform.position, transform.position);
transform.position += directionVector * Speed;
if (distance < Vector3.Distance(EndPoint.transform.position, transform.position))
direction = !direction;
}
else
{
distance = Vector3.Distance(StartPoint.transform.position, transform.position);
transform.position -= directionVector * Speed;
if (distance < Vector3.Distance(StartPoint.transform.position, transform.position))
direction = !direction;
}
}
}
Previous Answer
I would say you need to calculate the perceived position of the object in the future.
Vector3 futurePos = cubePos + (cubeMoveDirection * cubeMoveSpeed);
Once you have the future position, even if it is not exact, you should aim your animation towards that position. To do this I would have the animation change a speed vector instead of an actual transforms position that way we can rotate this speed vector in any direction you want while keeping the orientation of the block. Otherwise you have to rotate the entire block to point towards the direction you want. If this is what you want then put your block under a empty gameobject, rotate the empty gameobject to point to where you want and do the speed calculations only.
Next your animation should have a net move vector which should be pre-calculated and scaled down or up to meet the distance to the future position. It will look something like this(note this is not tested)
//class fields
Vector3 AnimatedSpeed;
Vector3 AnimationDelta;
//basic calculation
//get the direction vector from the players current position to the future
block position
Vector3 dirVector = futurePos - transform.position;
//find the rotation from the current orientation to the direction vector
Quaternion rotation = Quaternion.FromToRotation(transform.forward, dirVector);
//calculate the distance from you to the cube and scale it with the magnitude of the AnimationDelta
float result = Vector3.Distance(transform.position, futurePos);
result = result / animationDelta.magnitude;
//finally rotate the forward vector by the rotation and multiply it by the
//animation speed and the result to get the step by step movement as
//the animation plays. NOTE: The animation should be based on forward direction
transform.position += (AnimationSpeed * rotation) * result * Time.deltaTime;
Hopefully this does it, like I said I haven't tested it at all so you may have to do some tweaking based on your particular case as this is essentially psuedo-code.
Good luck! I'm off to bed I'll check back when I wake up.

Unity C# use Transform.RotateAround with touch to move camera around target

So am looking at changing my Transform.RotateAround script for touch input. If I get rid of the "Input.GetAxis", the camera rotates on its own around the target. I cant seem to figure out how to format the code to get the position of the touch to a string to use with this. If anyone has any tips that would be awesome!
Here is the code:
using UnityEngine;
using System.Collections;
[AddComponentMenu("Camera-Control/Mouse Orbit with zoom2")]
public class MouseOrbitImproved2 : MonoBehaviour {
public float speed;
public Transform target;
public float rotateSpeed;
public Transform camera = Camera.main.transform;
public Vector3 camPosition;
public float camSpeed;
public float minDistance;
public float maxDistance;
//private Vector3 moveDirection = Vector3.zero;
//private Vector3 moveDirection = target.position;
public float perspectiveZoomSpeed = 0.5f; // The rate of change of the field of view in perspective mode.
public float orthoZoomSpeed = 0.5f; // The rate of change of the orthographic size in orthographic mode.
void start() {
//camPosition = camera.transform.position;
}
public void Update() {
if (Input.touchCount == 1) {
transform.LookAt(target);
Touch touchSwipe = Input.GetTouch(0);
string position = touchSwipe.deltaPosition;
transform.RotateAround(target.position, Vector3.up, Input.GetAxis(position)* speed);
transform.RotateAround(target.position, Vector3.forward, Input.GetAxis(position)* speed);
}
transform.LookAt(target);
/*
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (scroll != 0)
{
// calculate new position first...
camPosition += transform.forward * scroll * camSpeed;
// then compare to the limits:
float distanceToTarget = Vector3.Distance(target.position, camPosition);
// you can clamp the movement to min and max distances:
if (distanceToTarget > maxDistance){ // clamp at maxDistance...
camPosition = target.position - maxDistance * transform.forward;
}
if (distanceToTarget < minDistance){ // or at minDistance
camPosition = target.position - minDistance * transform.forward;
}
// finally, update the actual camera position:
transform.position = camPosition;
// set camera position
}
*/
// If there are two touches on the device...
if (Input.touchCount == 2)
{
// Store both touches.
Touch touchZero = Input.GetTouch(0);
Touch touchOne = Input.GetTouch(1);
// Find the position in the previous frame of each touch.
Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition;
Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition;
// Find the magnitude of the vector (the distance) between the touches in each frame.
float prevTouchDeltaMag = (touchZeroPrevPos - touchOnePrevPos).magnitude;
float touchDeltaMag = (touchZero.position - touchOne.position).magnitude;
// Find the difference in the distances between each frame.
float deltaMagnitudeDiff = prevTouchDeltaMag - touchDeltaMag;
// If the camera is orthographic...
if (Camera.main.orthographic)
{
// ... change the orthographic size based on the change in distance between the touches.
Camera.main.orthographicSize += deltaMagnitudeDiff * orthoZoomSpeed;
// Make sure the orthographic size never drops below zero.
Camera.main.orthographicSize = Mathf.Max(Camera.main.orthographicSize, 0.1f);
}
else
{
// Otherwise change the field of view based on the change in distance between the touches.
Camera.main.fieldOfView += deltaMagnitudeDiff * perspectiveZoomSpeed;
// Clamp the field of view to make sure it's between 0 and 180.
Camera.main.fieldOfView = Mathf.Clamp(Camera.main.fieldOfView, 0.1f, 179.9f);
}
}
}
public void ChangeToAxial (){
Camera.main.transform.position = new Vector3 (45.3f,234.5f,66.9f);
}
public void ChangeToSagright (){
Camera.main.transform.position = new Vector3 (28.13f,76.41f,222.68f);
}
public void ChangeToSagleft (){
Camera.main.transform.position = new Vector3 (49.36f,66.85f,-93.78f);
}
public void ChangeToCoronal () {
Camera.main.transform.position = new Vector3 (-71.6f,69.66f,66.29f);
}
}
I think it may be best if you look at this question and answer from the unity forum Unit 5 forum rotating camera with touch. It should work with the Input.GetTouch instead of the Input.GetAxis. Hope that helps. Be aware that script is in Javascript, but you shouldn't need the whole script.

Rotate cameran around a gameobject in unity3d

I want to rotate camera around an fbx object when a key is being pressed using unity 3d.How it do? I tried some examples but its not working. First i create a game object and add main camera child of it.
public class CameraOrbit : MonoBehaviour
{
public Transform target;
public float speed = 1f;
private float distance;
private float currentAngle = 0;
void Start()
{
distance = (new Vector3(transform.position.x, 0, transform.position.z)).magnitude;
}
void Update()
{
currentAngle += Input.GetAxis("Horizontal") * speed * Time.deltaTime;
Quaternion q = Quaternion.Euler(0, currentAngle, 0);
Vector3 direction = q * Vector3.forward;
transform.position = target.position - direction * distance + new Vector3(0, transform.position.y, 0);
transform.LookAt(target.position);
}
}
I dont have access to unity at the moment so i might have messed something up.
The idea is keep an angle that you change based on input. Create a Quaternion from the angle (the Quaternion say how to rotate a vector to a certain direction), then rotate a Vector to that direction. Starting from the targets position move in that direction a certain distance and then look at the targets position.
This only implements rotation around the y axis, if you want rotation around the x axis all you need is another angle variable and then change to this Quaternion.Euler(currentAngleX, currentAngleY, 0);

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