I am creating a third person player movement script. The movement adds force to the rigidbody relative to the direction of the camera. I want to have a max speed limit in the forward direction (cForward), and a separate max speed limit for the horizontal/right direction (cRight). Normally I would be fine with setting the velocity directly, however this screws up gravity for the player. Is there any way to achieve this by using addforce OR is there a way to get gravity working properly when setting velocity directly? Here is what I have so far(some of my other attempts at a solution are commented out):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public Camera mainCamera;
public float horizontalWalkSpeed = 500.0f;
public float verticalWalkSpeed = 500.0f;
public float horizontalSprintSpeed = 1000.0f;
public float verticalSprintSpeed = 1000.0f;
public bool isSprinting = false;
public bool cannotMove = false;
public float accelerationSpeed = 0.2f;
private Rigidbody pRigidBody;
private Vector2 currentInputVector;
private Vector2 smoothInputVelocity;
// Start is called before the first frame update
void Start()
{
pRigidBody = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
HandleInput();
}
private void FixedUpdate()
{
Vector3 cForward = mainCamera.transform.forward;
Vector3 cRight = mainCamera.transform.right;
cForward.y = 0.0f;
cRight.y = 0.0f;
cForward.Normalize();
cRight.Normalize();
if (!cannotMove && !isSprinting)
{
Vector3 vForce = cForward * currentInputVector.y * verticalWalkSpeed;
Vector3 hForce = cRight * currentInputVector.x * horizontalWalkSpeed;
//Vector3 gravity = Vector3.up * -9.8f;
Vector3 force = vForce + hForce;
//float verSpeed = Vector3.Dot(pRigidBody.velocity, cForward);
//float horSpeed = Vector3.Dot(pRigidBody.velocity, cRight);
//if (verSpeed >= 0 && verSpeed <= verticalWalkSpeed)
//{
// pRigidBody.AddForce(vForce, ForceMode.VelocityChange);
//}
//if(horSpeed < horizontalWalkSpeed)
//{
// pRigidBody.AddForce(hForce, ForceMode.VelocityChange);
//}
//float velocityInDirection = Vector3.Dot(pRigidBody.velocity, cForward);
//if(velocityInDirection > verticalWalkSpeed)
//{
// pRigidBody.AddForce(-vForce, ForceMode.VelocityChange);
//}
//pRigidBody.velocity = force;
pRigidBody.AddForce(force, ForceMode.VelocityChange);
}
else if (!cannotMove && isSprinting)
{
pRigidBody.velocity = cForward * currentInputVector.y * verticalSprintSpeed * Time.fixedDeltaTime + cRight * currentInputVector.x * horizontalSprintSpeed * Time.fixedDeltaTime;
}
}
private void HandleInput()
{
isSprinting = Input.GetButton("Sprint");
Vector2 input = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
currentInputVector = Vector2.SmoothDamp(currentInputVector, input, ref smoothInputVelocity, accelerationSpeed);
}
}
I think this thread may help --https://answers.unity.com/questions/9985/limiting-rigidbody-velocity.html.
Basically, there are two methods.
Add force in the opposite direction and increase with the extent to which the object exceeds the limit. This requires additional calculations and tests.
simply normalize the velocity value when it exceeds the limit.
Related
All I know is that every time a new client joins, all the player set their main camera to that ones.
I use the starter assets but I changed few things to solve this and do the networking:
using Unity.Netcode;
using UnityEngine;
#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
using UnityEngine.InputSystem;
#endif
namespace StarterAssets
{
[RequireComponent(typeof(CharacterController))]
#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
[RequireComponent(typeof(PlayerInput))]
#endif
public class FirstPersonController : NetworkBehaviour
{
[Header("Player")]
[Tooltip("Move speed of the character in m/s")]
public float MoveSpeed = 4.0f;
[Tooltip("Sprint speed of the character in m/s")]
public float SprintSpeed = 6.0f;
[Tooltip("Rotation speed of the character")]
public float RotationSpeed = 1.0f;
[Tooltip("Acceleration and deceleration")]
public float SpeedChangeRate = 10.0f;
[Space(10)]
[Tooltip("The height the player can jump")]
public float JumpHeight = 1.2f;
[Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
public float Gravity = -15.0f;
[Space(10)]
[Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
public float JumpTimeout = 0.1f;
[Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
public float FallTimeout = 0.15f;
[Header("Player Grounded")]
[Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
public bool Grounded = true;
[Tooltip("Useful for rough ground")]
public float GroundedOffset = -0.14f;
[Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")]
public float GroundedRadius = 0.5f;
[Tooltip("What layers the character uses as ground")]
public LayerMask GroundLayers;
[Header("Cinemachine")]
[Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
public GameObject CinemachineCameraTarget;
[Tooltip("How far in degrees can you move the camera up")]
public float TopClamp = 90.0f;
[Tooltip("How far in degrees can you move the camera down")]
public float BottomClamp = -90.0f;
// cinemachine
private float _cinemachineTargetPitch;
// player
private float _speed;
private float _rotationVelocity;
private float _verticalVelocity;
private float _terminalVelocity = 53.0f;
// timeout deltatime
private float _jumpTimeoutDelta;
private float _fallTimeoutDelta;
#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
private PlayerInput _playerInput;
#endif
private CharacterController _controller;
private StarterAssetsInputs _input;
[SerializeField] private GameObject _mainCamera;
private const float _threshold = 0.01f;
private bool IsCurrentDeviceMouse
{
get
{
#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
return _playerInput.currentControlScheme == "KeyboardMouse";
#else
return false;
#endif
}
}
public override void OnNetworkSpawn()
{
// get a reference to our main camera
if (_mainCamera == null)
{
foreach (Transform child in gameObject.transform)
{
if (child.name == "PlayerCameraRoot")
{
foreach (Transform granchild in child.transform)
{
if (granchild.tag == "MainCamera")
_mainCamera = granchild.gameObject;
}
}
}
}
}
private void Start()
{
if(!IsOwner) return;
_controller = GetComponent<CharacterController>();
_input = GetComponent<StarterAssetsInputs>();
#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
_playerInput = GetComponent<PlayerInput>();
#else
Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it");
#endif
// reset our timeouts on start
_jumpTimeoutDelta = JumpTimeout;
_fallTimeoutDelta = FallTimeout;
Cursor.visible = false;
}
private void Update()
{
if(!IsOwner) return;
JumpAndGravity();
GroundedCheck();
Move();
}
private void LateUpdate()
{
CameraRotation();
}
private void GroundedCheck()
{
// set sphere position, with offset
Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z);
Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore);
}
private void CameraRotation()
{
// if there is an input
if (_input.look.sqrMagnitude >= _threshold)
{
//Don't multiply mouse input by Time.deltaTime
float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;
_cinemachineTargetPitch += _input.look.y * RotationSpeed * deltaTimeMultiplier;
_rotationVelocity = _input.look.x * RotationSpeed * deltaTimeMultiplier;
// clamp our pitch rotation
_cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
// Update Cinemachine camera target pitch
CinemachineCameraTarget.transform.localRotation = Quaternion.Euler(_cinemachineTargetPitch, 0.0f, 0.0f);
// rotate the player left and right
transform.Rotate(Vector3.up * _rotationVelocity);
}
}
private void Move()
{
// set target speed based on move speed, sprint speed and if sprint is pressed
float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
// a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
// note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
// if there is no input, set the target speed to 0
if (_input.move == Vector2.zero) targetSpeed = 0.0f;
// a reference to the players current horizontal velocity
float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;
float speedOffset = 0.1f;
float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
// accelerate or decelerate to target speed
if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > targetSpeed + speedOffset)
{
// creates curved result rather than a linear one giving a more organic speed change
// note T in Lerp is clamped, so we don't need to clamp our speed
_speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, Time.deltaTime * SpeedChangeRate);
// round speed to 3 decimal places
_speed = Mathf.Round(_speed * 1000f) / 1000f;
}
else
{
_speed = targetSpeed;
}
// normalise input direction
Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;
// note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
// if there is a move input rotate player when the player is moving
if (_input.move != Vector2.zero)
{
// move
inputDirection = transform.right * _input.move.x + transform.forward * _input.move.y;
}
// move the player
_controller.Move(inputDirection.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
}
private void JumpAndGravity()
{
if (Grounded)
{
// reset the fall timeout timer
_fallTimeoutDelta = FallTimeout;
// stop our velocity dropping infinitely when grounded
if (_verticalVelocity < 0.0f)
{
_verticalVelocity = -2f;
}
// Jump
if (_input.jump && _jumpTimeoutDelta <= 0.0f)
{
// the square root of H * -2 * G = how much velocity needed to reach desired height
_verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);
}
// jump timeout
if (_jumpTimeoutDelta >= 0.0f)
{
_jumpTimeoutDelta -= Time.deltaTime;
}
}
else
{
// reset the jump timeout timer
_jumpTimeoutDelta = JumpTimeout;
// fall timeout
if (_fallTimeoutDelta >= 0.0f)
{
_fallTimeoutDelta -= Time.deltaTime;
}
// if we are not grounded, do not jump
_input.jump = false;
}
// apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
if (_verticalVelocity < _terminalVelocity)
{
_verticalVelocity += Gravity * Time.deltaTime;
}
}
private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
{
if (lfAngle < -360f) lfAngle += 360f;
if (lfAngle > 360f) lfAngle -= 360f;
return Mathf.Clamp(lfAngle, lfMin, lfMax);
}
private void OnDrawGizmosSelected()
{
Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
if (Grounded) Gizmos.color = transparentGreen;
else Gizmos.color = transparentRed;
// when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
Gizmos.DrawSphere(new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), GroundedRadius);
}
}
}
And this is my Prefab for the player:
enter image description here
My Network Manager:
enter image description here
Note: I don't know if it matters. It probably does not but I am raycasting with the cameras.
I've had some experience with a 2d game but it should also work for 3d fps make a empty gameobject then use that as a parent for the camera then using a new script you can disable it if IsOwner is false (make sure your using Unity.Netcode and instead of a MonoBehaviour you use a NetworkBehaviour otherwise you cant use IsOwner)
we are working on a student project and we chose to do a Mario Galaxy style platformer with planetoids and gravity (kind of a big mistake for my first coding project but I cannot back out of it now) but I am having a hard time to get the character to face it's movement direction without absolutely spazzing out.
I have only been coding for around 2 months so please excuse me being useless at trying to figure this out.
This is the code I use for movement for the character
using System.Collections.Generic;
using UnityEngine;
public class SC_RigidbodyWalker : MonoBehaviour
{
public float speed = 5.0f;
public bool canJump = true;
public float jumpHeight = 2.0f;
public Camera playerCamera;
public float lookSpeed = 2.0f;
public float lookXLimit = 60.0f;
bool grounded = false;
Rigidbody r;
Vector2 rotation = Vector2.zero;
float maxVelocityChange = 10.0f;
void Awake()
{
r = GetComponent<Rigidbody>();
r.freezeRotation = true;
r.useGravity = false;
r.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
rotation.y = transform.eulerAngles.y;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
void Update()
{
}
void FixedUpdate()
{
if (grounded)
{
// Calculate how fast we should be moving
Vector3 forwardDir = Vector3.Cross(transform.up, -playerCamera.transform.right).normalized;
Vector3 rightDir = Vector3.Cross(transform.up, playerCamera.transform.forward).normalized;
Vector3 targetVelocity = (forwardDir * Input.GetAxis("Vertical") + rightDir * Input.GetAxis("Horizontal")) * speed;
Vector3 velocity = transform.InverseTransformDirection(r.velocity);
velocity.y = 0;
velocity = transform.TransformDirection(velocity);
Vector3 velocityChange = transform.InverseTransformDirection(targetVelocity - velocity);
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0;
velocityChange = transform.TransformDirection(velocityChange);
r.AddForce(velocityChange, ForceMode.VelocityChange);
if (Input.GetButton("Jump") && canJump)
{
r.AddForce(transform.up * jumpHeight, ForceMode.VelocityChange);
}
}
grounded = false;
}
void OnCollisionStay()
{
grounded = true;
}
}
And here are the code for the gravity functions
using System.Collections.Generic;
using UnityEngine;
public class SC_PlanetGravity : MonoBehaviour
{
public Transform planet;
public bool alignToPlanet = true;
float gravityConstant = 9.8f;
Rigidbody r;
void Start()
{
r = GetComponent<Rigidbody>();
}
void FixedUpdate()
{
Vector3 toCenter = planet.position - transform.position;
toCenter.Normalize();
r.AddForce(toCenter * gravityConstant, ForceMode.Acceleration);
if (alignToPlanet)
{
Quaternion q = Quaternion.FromToRotation(transform.up, -toCenter);
q = q * transform.rotation;
transform.rotation = Quaternion.Slerp(transform.rotation, q, 1);
}
}
}
I can propose an alternative approach which I believe will simplify the problem, should you choose. If the root of your character is positioned at the center of the planetoid, then all movement can be handled as a rotation on root and you won't be fighting the inertia of the character or needing to orient it to the planetoid. Jumping could be handled by adding another child below the root that can slide up and down. Hope this helps!
I managed to get it working by having a new script added to the player avatar.
Here is the code, it's basically a copy paste of a part of the RigidBodyWalker script with some more added parts. It's not perfect but it works like I wanted it to.
using System.Collections.Generic;
using UnityEngine;
public class InputRotation : MonoBehaviour
{
public Camera playerCamera;
public float speed;
public float rotationSpeed;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
//float horizontalInput = Input.GetAxis("Horizontal");
//float verticalInput = Input.GetAxis("Vertical");
}
private void FixedUpdate()
{
Vector3 forwardDir = Vector3.Cross(transform.up, -playerCamera.transform.right).normalized;
Vector3 rightDir = Vector3.Cross(transform.up, playerCamera.transform.forward).normalized;
Vector3 targetVelocity = (forwardDir * Input.GetAxis("Vertical") + rightDir * Input.GetAxis("Horizontal")) * speed;
if(targetVelocity != Vector3.zero)
{
Quaternion toRotation = Quaternion.LookRotation(targetVelocity, transform.up);
transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, rotationSpeed * Time.deltaTime);
}
}
}
My character has a chinemachine camera attached to it and it is moving perfectly fine. But when I move my mouse to change the camera direction it is not looking in that direction. And I can't figure out how to make it look in that direction.
I have a reference to the original camera at the top of the script by the name cam.
The script has different functions for movement, rotation, animation, etc.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//so that unity recognises the callbacks ctx passed to the movementinput
using UnityEngine.InputSystem;
public class AnimationAndMovController : MonoBehaviour
{
public Transform cam;
public float speed;
//here we are creadting three vars for the animation
//vector2 currentMovementInput stores the input axis of the player
//vector3 store the current position of the player
PlayerInput playerInput;
CharacterController characterController;
Animator animator;
Vector2 currentMovementInput;
Vector3 currentMovement;
Vector3 currentRunMovement;
Vector3 moveDir;
bool isMovementPressed;
bool isRunPressed;
float rotationFactor = 15.0f;
// float turnSmoothtime = 0.1f;
// float turnSmoothVelocity ;
float runMultiplier = 4.0f;
int walkHash ;
int runHash ;
//runs before start function
void Awake(){
playerInput = new PlayerInput();
characterController = GetComponent<CharacterController>();
animator = GetComponent<Animator>();
// walkHash = Animator.StringToHash("Walking");
// runHash = Animator.StringToHash("run");
//now instead of writing the logic three times we pass the callback ctx to the movementInput() function
playerInput.CharacterControls.Move.started += movementInput;
playerInput.CharacterControls.Move.canceled += movementInput;
playerInput.CharacterControls.Move.performed += movementInput;
playerInput.CharacterControls.Run.started += handleRun;
playerInput.CharacterControls.Run.canceled += handleRun;
}
void handleRun(InputAction.CallbackContext ctx){
isRunPressed = ctx.ReadValueAsButton();
}
//we are going to handle rotations with quaternions
void handleRotation(){
Vector3 positionToLookAt;
positionToLookAt.x = currentMovement.x;
positionToLookAt.y = 0.0f ;
positionToLookAt.z = currentMovement.z;
Vector3 direction = new Vector3(positionToLookAt.x, 0.0f, positionToLookAt.z).normalized;
Quaternion currentRotation = transform.rotation;
//we take the current rotation and the target rotation and slerp them *FYI : Im still not sure how slerp works
if(isMovementPressed){
Quaternion targetRotation = Quaternion.LookRotation(positionToLookAt);
transform.rotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactor * Time.deltaTime);
}
}
//we are passing the callback ctx to this function so that we dont have to call the function everytime we start, cancel or perform the movement
void movementInput(InputAction.CallbackContext ctx){
//we are setting the movement input to the axis of the player
currentMovementInput = ctx.ReadValue<Vector2>();
currentMovement.x = currentMovementInput.x;
//we are setting the z axis to the y axis of the player because we move y axis on keyboard or joystick but in game we move in z axis
currentMovement.z = currentMovementInput.y;
//now we are setting the run movement to the current movement
currentRunMovement.x = currentMovementInput.x * runMultiplier;
currentRunMovement.z = currentMovementInput.y * runMultiplier;
isMovementPressed = currentMovementInput.x != 0 || currentMovementInput.y != 0;
}
void handleAnimation(){
bool walk = animator.GetBool("walking");
bool run = animator.GetBool("run");
if(isMovementPressed && !walk){
animator.SetBool("walking", true);
}
else if(!isMovementPressed && walk){
animator.SetBool("walking", false);
}
if((isMovementPressed && isRunPressed) && !run){
animator.SetBool("run", true);
}
else if((!isMovementPressed || !isRunPressed)&& run){
animator.SetBool("run", false);
}
}
void handleGravity(){
//we are setting the gravity to -9.8f because we are moving in y axis
if(characterController.isGrounded){
float groundGravity = -0.05f;
currentMovement.y = groundGravity;
currentRunMovement.y = groundGravity;
}
else{
float gravity = -9.8f;
currentMovement.y += gravity * Time.deltaTime;
currentRunMovement.y += gravity * Time.deltaTime;
}
}
// Update is called once per frame
void Update()
{
handleAnimation();
handleRotation();
handleGravity();
if(isRunPressed){
characterController.Move(currentRunMovement * Time.deltaTime);
}
else{
characterController.Move(currentMovement * Time.deltaTime);
}
}
//we are checking if the player script gets enabled or disabled and accordingly we are enabling or disabling the player input
void OnEnable(){
playerInput.CharacterControls.Enable();
}
void OnDisable(){
playerInput.CharacterControls.Disable();
}
}
That quite a lot of code to dive into.
I'd try:
Quaternion cameraRot = Camera.Main.transform.rotation;
transform.rotation = cameraRot;
Or if you have a target Quaternion.LookRotation:
Vector3 relativePos = target.position - transform.position;
// the second argument, upwards, defaults to Vector3.up
Quaternion rotation = Quaternion.LookRotation(relativePos, Vector3.up);
transform.rotation = rotation;
Hope that helps
Use Transform.LookAt, which points a Game Object's rotation towards a target's position.
In your case, this would be
transform.LookAt(cam);
here is the code that I use..
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveCamera : MonoBehaviour
{
public float sensitivity = 1000f;
public float xRotation = 0f;
public Transform playerBody;
public Quaternion localRotate;
// Start is called before the first frame update
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void Update()
{
float MX = Input.GetAxis("Mouse X")*sensitivity*Time.deltaTime;
float MY = Input.GetAxis("Mouse Y")*sensitivity*Time.deltaTime;
xRotation -= MY;
xRotation = Mathf.Clamp(xRotation,-90f,90f);
transform.localRotation = Quaternion.Euler(xRotation,0f,0f);
localRotate = transform.localRotation;
playerBody.Rotate(Vector3.up * MX);
}
}
the player body you see is the player object to you character...
note that the camera is use is not In. cinema chine and is inside of the player...
Got stuck with camera movement in my Unity3D C# project.
What I have:
some objects on the scene
a camera, which would fly from any object's poition or from it's own current position
What I need:
smooth rotare camera to one of the object's origin
fly to the spot near the object (there is an empty, so I fly to empty's coords)
Algorithm: rotate to the object's origin, when rotation finishes, start to fly to the empty's position. while flying, look at object's origin.
The problem is that it's not smooth, the camera "jumps" at the end of the movement.
My C# code (attached to the camera):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class testMove : MonoBehaviour {
public GameObject startObj;
public GameObject endObj;
public float speed = 1.0F;
private float startTime;
private float journeyLength;
private string endObjName;
private GameObject endObjLookAt;
void Start () {
startTime = Time.time;
if (startObj) {
} else {
startObj = this.gameObject;
}
journeyLength = Vector3.Distance(startObj.transform.position, endObj.transform.position);
endObjName = endObj.name;
endObjLookAt = GameObject.Find(endObjName + "LookAt");
}
void Update () {
if (endObj) {
float distCovered = (Time.time - startTime) * speed;
float fracJourney = distCovered / journeyLength;
tweenLook(endObjLookAt, fracJourney);
float angle = Quaternion.Angle(transform.rotation, Quaternion.LookRotation(endObjLookAt.transform.position - transform.position));
if (angle <= 0.0001) {
Debug.Log("rotation finished");
tweenPos(startObj, endObj, fracJourney);
transform.LookAt(endObjLookAt.transform.position);
}
}
}
private void tweenPos(GameObject startObj, GameObject endObj, float fracJourney) {
Vector3 newposition = Vector3.Lerp(startObj.transform.position, endObj.transform.position, fracJourney);
transform.position = newposition;
}
private void tweenLook(GameObject endObjLookAt, float fracJourney) {
Quaternion newrotation = Quaternion.LookRotation(endObjLookAt.transform.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, newrotation, fracJourney);
}
}
Since what you're trying to achieve implies doing actions one after another, I'd recommend using a Coroutine:
public class testMove : MonoBehaviour
{
public Transform startObj;
public Transform endObj;
private Transform endObjLookAt;
public float rotationDuration;
public AnimationCurve rotationCurve;
public float movementDuration;
public AnimationCurve movementCurve;
private IEnumerator moveAndRotateCameraIEnumerator;
void Start()
{
// If you want to do it on start just call MoveAndRotateCamera() here, else call if from anywhere you want (a script, a game button, ...)
}
void Update()
{
if(Input.GetKeyDown(KeyCode.Space))
{
MoveAndRotateCamera();
}
}
public void MoveAndRotateCamera(Transform startTransform = null, Transform endTransform = null)
{
if(startTransform)
{
startObj = startTransform;
}
else
{
startObj = this.transform;
}
if(endTransform)
{
endObj = endTransform;
}
endObjLookAt = GameObject.Find(endObj.name + "LookAt").transform;
if(moveAndRotateCameraIEnumerator != null)
{
StopCoroutine(moveAndRotateCameraIEnumerator);
}
moveAndRotateCameraIEnumerator = MoveAndRotateCameraCoroutine();
StartCoroutine(moveAndRotateCameraIEnumerator);
}
private IEnumerator MoveAndRotateCameraCoroutine()
{
//ROTATION
Vector3 startEulerAngles = transform.eulerAngles;
transform.LookAt(endObjLookAt);
Vector3 deltaEulerAngles = new Vector3(Mathf.DeltaAngle(startEulerAngles.x, transform.eulerAngles.x), Mathf.DeltaAngle(startEulerAngles.y, transform.eulerAngles.y), Mathf.DeltaAngle(startEulerAngles.z, transform.eulerAngles.z));
Debug.Log("Starting rotation...");
float timer = 0.0f;
while(timer < rotationDuration)
{
timer += Time.deltaTime;
transform.eulerAngles = startEulerAngles + deltaEulerAngles * rotationCurve.Evaluate(timer / rotationDuration);
yield return new WaitForEndOfFrame();
}
transform.eulerAngles = startEulerAngles + deltaEulerAngles;
Debug.Log("Rotation done!");
//----
//MOVEMENT
Vector3 startPosition = transform.position;
Debug.Log("Starting movement...");
timer = 0.0f;
while(timer < movementDuration)
{
timer += Time.deltaTime;
transform.position = Vector3.Lerp(startPosition, endObj.position, movementCurve.Evaluate(timer / movementDuration));
transform.LookAt(endObjLookAt);
yield return new WaitForEndOfFrame();
}
transform.position = endObj.position;
transform.LookAt(endObjLookAt);
Debug.Log("Movement done!");
//----
}
}
Please note a few things here:
Changed your GameObject variables to Transform ones because you always used them to get to the Transform component so you can use it directly instead
Added a time notion instead of a speed notion for rotation and movement (you can also use speed instead: simply multiply the Time.deltaTime by your speed factor)
Using AnimationCurve allows you to adjust the way the rotation/movement will occur: simply set the curve in Inspector (curve must start at (0, 0) and end at (1, 1))
Hope this helps,
So I am trying to make something like a machine gun, and I can not make Rigidbody.AddForce() work like I want. I want instantiated bullets to fly exactly to the direction of the player, but it does not always work correctly:
And here is my code:
using UnityEngine;
using System.Collections;
public class Laser : MonoBehaviour {
public Transform target;
public GameObject ammo;
public int bulletsPerSec = 10;
public float shootPauseDuration = 3.0f;
public float force = 5.0f;
int bullets = 0;
bool pause = false;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
TrackPlayer();
}
void TrackPlayer()
{
float AngleRad = Mathf.Atan2(target.position.y - transform.position.y,
target.position.x - transform.position.x);
float AngleDeg = 180 / Mathf.PI * AngleRad;
transform.rotation = Quaternion.Euler(0, 0, AngleDeg);
Debug.Log(transform.rotation);
Shoot();
}
void Shoot()
{
if(bullets < bulletsPerSec)
{
bullets++;
GameObject bullet = Instantiate(ammo, transform.position,
transform.rotation) as GameObject;
bullet.GetComponent<Rigidbody2D>().AddForce(
transform.rotation * transform.up * force,
ForceMode2D.Impulse);
Destroy(bullet, 3.0f);
}
else if(pause==false)
{
pause = true;
StartCoroutine("ShootPause");
}
}
IEnumerator ShootPause()
{
yield return new WaitForSeconds(shootPauseDuration);
bullets = 0;
pause = false;
}
}
why did you do
// Quaternion? // * Vector3?
transform.rotation * transform.up * force
shouldn't it be...
transform.eulerAngles.normalized * force
other solution which will work
(target.position - transform.position).normalized * force