I downloaded some scripts and one of them is for a grappling hook but I cant figure out how to make any objects grapplable other than the ones in the demo scene .Can someone explain how to get a new object to become grapplable?
Thanks in advance!
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(SFPSC_PlayerMovement))] // PlayerMovement also requires Rigidbody
public class SFPSC_GrapplingHook : MonoBehaviour
{
public bool IsGrappling
{
get { return isGrappling; }
}
private SFPSC_PlayerMovement pm;
private Rigidbody rb;
private int segments;
private void Start()
{
segments = rope.segments;
pm = this.GetComponent<SFPSC_PlayerMovement>();
rb = this.GetComponent<Rigidbody>();
}
private bool isGrappling = false;
private void Update()
{
if (crossHairSpinningPart != null)
{
// we need 2 raycasts bc w/ 1 you can grapple through colliders which isn't good
if (Physics.Raycast(SFPSC_FPSCamera.cam.transform.position, SFPSC_FPSCamera.cam.transform.forward, out hitInfo, maxGrappleDistance, layerMask))
{
hitName = hitInfo.collider.name;
if (Physics.Raycast(SFPSC_FPSCamera.cam.transform.position, SFPSC_FPSCamera.cam.transform.forward, out hitInfo, maxGrappleDistance))
{
if (hitName != hitInfo.collider.name)
goto _else;
crossHairSpinningPart.gameObject.SetActive(true);
crossHairSpinningPart.Rotate(Vector3.forward * crossHairSpinSpeed * Time.deltaTime);
goto _out;
}
}
_else:
crossHairSpinningPart.gameObject.SetActive(false);
}
_out:
if (!isGrappling)
{
if (Input.GetKeyDown(SFPSC_KeyManager.Grapple))
Grapple();
return;
}
else
{
if (!Input.GetKey(SFPSC_KeyManager.Grapple))
UnGrapple();
GrappleUpdate();
return;
}
}
[Header("Properties")]
public float maxGrappleDistance = 100.0f;
public SFPSC_Rope rope;
public float maximumSpeed = 100.0f;
public float deceleration = 2500.0f; // This is how much the player is going to decelerate after stopped grappling
public float deceleratingTime = 1.4f; // This is the time the decelerating is going to act on the player after stopped grappling
public RectTransform crossHairSpinningPart;
public float crossHairSpinSpeed = 200.0f;
public float distanceToStop = 2.0f;
public LayerMask layerMask;
public float grappleCooldown = 1.0f;
private bool isBlocked = false;
private Transform location; // the grappled location
private RaycastHit hitInfo;
private string hitName;
public void Grapple()
{
if (isBlocked)
return;
// we need 2 raycasts bc w/ 1 you can grapple through colliders which isn't good
if (Physics.Raycast(SFPSC_FPSCamera.cam.transform.position, SFPSC_FPSCamera.cam.transform.forward, out hitInfo, maxGrappleDistance, layerMask))
{
hitName = hitInfo.collider.name;
if (Physics.Raycast(SFPSC_FPSCamera.cam.transform.position, SFPSC_FPSCamera.cam.transform.forward, out hitInfo, maxGrappleDistance))
{
if (hitName != hitInfo.collider.name)
return;
// We create a GameObject and we parent it to the grappled object.
// If we don't parent it to the object and the object moves the player is stuck only on one location instead of the moving object.
location = new GameObject().transform;//Instantiate(new GameObject(), hitInfo.point, Quaternion.identity).transform;
location.position = hitInfo.point;
location.parent = hitInfo.collider.transform;
if (decelerateTimer != 0.0f)
StopCoroutine(Decelerate());
pm.DisableMovement();
// Rope attaching
rope.segments = (int)((hitInfo.distance / maxGrappleDistance) * segments);
rope.Grapple(transform.position, hitInfo.point);
rb.useGravity = false;
isGrappling = true;
}
}
}
private Vector3 grappleForce;
public void UnGrapple()
{
if (!isGrappling)
return;
if (location != null)
Destroy(location.gameObject);
if (decelerateTimer == 0.0f)
StartCoroutine(Decelerate());
else
decelerateTimer = 0.0f;
pm.EnableMovement();
// Rope detaching
rope.UnGrapple();
Invoke("UnblockGrapple", grappleCooldown);
rb.useGravity = true;
isGrappling = false;
}
private void UnblockGrapple()
{
isBlocked = false;
}
private float decelerateTimer = 0.0f, max;
private IEnumerator Decelerate()
{
WaitForEndOfFrame wfeof = new WaitForEndOfFrame();
max = deceleratingTime * Mathf.Clamp01(targetDistance / 10.0f) * Mathf.Clamp01(rb.velocity.magnitude / 30.0f);
for (; decelerateTimer < max; decelerateTimer += Time.deltaTime)
{
rb.AddForce(-rb.velocity.normalized * deceleration * (1.0f - decelerateTimer / max) * Mathf.Clamp01(rb.velocity.sqrMagnitude / 400.0f) * Time.deltaTime, ForceMode.Acceleration);
yield return wfeof;
}
decelerateTimer = 0.0f;
}
private Vector3 dir;
private float speed = 0.0f, targetDistance;
private void GrappleUpdate()
{
if (location == null)
return;
targetDistance = Vector3.Distance(transform.position, location.position);
rope.segments = (int)((targetDistance / maxGrappleDistance) * segments);
dir = (location.position - transform.position).normalized;
rb.velocity = Vector3.Lerp(rb.velocity, dir * maximumSpeed * Mathf.Clamp01(targetDistance / (4.0f * distanceToStop)), Time.deltaTime);
// Rope updating
rope.UpdateStart(transform.position);
rope.UpdateGrapple();
}
private Vector3 ClampMag(Vector3 vec, float maxMag)
{
if (vec.sqrMagnitude > maxMag * maxMag)
vec = vec.normalized * maxMag;
return vec;
}
}
There are a couple of things
make sure your GameObject(s) has(have) Collider components (BoxCollider, SphereCollider, CapsuleCollider, MeshCollider) so they are taken into account for the physics at all.
make sure that the field layerMask is actually set to anything via the Inspector inside Unity at all. By default it will say Nothing. Also see Layers -> Creating Layers
make sure the according GameObject(s) is(are) on one of the Layers configured in layerMask! See Layers -> Assigning Layers.
The two outer Physics.Raycasts are using that LayerMask in order to filter out what they can hit
A Layer mask that is used to selectively ignore colliders when casting a ray.
It means the Raycast will only take Colliders on these given layers into account.
Related
I'm trying to make a character prefab face the direction in which its moving. I've tired all sorts of things, with and without rigidbodies but nothing seems to work. The thing is, it does actually face in the correct direction. But once its there, it starts to rotate the whole prefab and it goes down into the ground.
The character holds a 3D shield, and goes towards a tower. So once it reaches the tower it raises the shield which in turn rotates the whole character down into the ground. I would like it to just rotate in the X and Z axis and never change the Y axis.
Here's my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BlockRadar : MonoBehaviour
{
// Start is called before the first frame update
public Transform Tower;
private GameObject[] multipleBlocks;
public Transform closestBlock;
public bool blockContact;
public float currentDistance;
public float stopDistance;
public Animator animator;
public int damage;
public float attackspeed;
private float canAttack;
public float moveSpeed = 5f;
public Vector3 distance;
private Vector3 movement;
void Start()
{
closestBlock = null;
blockContact = false;
}
// Update is called once per frame
void Update()
{
Vector3 pos = transform.position;
pos.y = 0;
pos.x = 0;
transform.position = pos;
closestBlock = getClosestBlock();
closestBlock.gameObject.GetComponent<Renderer>().material.color = new Color(1, 0.7f, 0, 1);
Vector3 direction = closestBlock.position - transform.position;
direction.Normalize();
movement = direction;
float dist = Vector3.Distance(closestBlock.position, transform.position);
if (dist <= 1.5f)
{
{
blockContact = true;
animator.SetBool("Moving", false);
Debug.Log("Now touching block");
if (attackspeed <= canAttack)
{
Attack();
canAttack = 0f;
}
else
{
canAttack += Time.deltaTime;
}
}
}
if (dist > 1.5f)
{
transform.forward = movement;
blockContact = false;
Debug.Log("Lost contact with block");
animator.SetBool("Moving", true);
moveCharacter(movement);
}
}
public void Attack()
{
Debug.Log("ATTACKING!");
Damage(closestBlock.transform);
animator.SetTrigger("Attacking");
}
private void FixedUpdate()
{
}
void moveCharacter(Vector3 direction)
{
transform.Translate(direction * moveSpeed * Time.deltaTime, Space.World);
}
void DistanceToTower()
{
if (Tower)
{
float dist = Vector3.Distance(Tower.position, transform.position);
if (dist <= 1)
{
{
blockContact = true;
Debug.Log("Now touching block");
if (attackspeed <= canAttack)
{
Attack();
canAttack = 0f;
}
else
{
canAttack += Time.deltaTime;
}
}
}
}
}
//when the object carrying this script is destroyed
private void OnDestroy()
{
if (closestBlock !=null)
{
closestBlock.gameObject.GetComponent<Renderer>().material.color = new Color(0, 0, 0, 0);
}
}
public Transform getClosestBlock()
{
multipleBlocks = GameObject.FindGameObjectsWithTag("Block");
float closestDistance = Mathf.Infinity;
Transform trans = null;
//finds all blocks in the scene
foreach (GameObject go in multipleBlocks)
{
currentDistance = Vector3.Distance(transform.position, go.transform.position);
if (currentDistance < closestDistance)
{
closestDistance = currentDistance;
trans = go.transform;
}
}
return trans;
}
void Damage(Transform block)
{
Tower_Stats e = block.GetComponent<Tower_Stats>();
if (e != null)
{
e.TakeDamage(damage);
}
}
}
I would be really, really grateful for any help. As I said before I used to have rigidbodies on the character, but I removed them since I thought maybe they were the fault. But doesnt seem like it. One other thing I've noticed is that when the prefab is instantiated, its children doesnt have the correct position values. Not sure why. But if that could be a clue I just thought I'd let you know.
The goal in the end is to rotate the object when he start moving so the object will facing towards the target he is moving to and also that the laser that coming out from the object eye will be facing the same target.
The object that i want to rotate is at first at position 0,0,0 because the object is a child. the player is holding the object by hand. Then the object is getting throw with animation towards a target.
The object is moving to the target but now i want the object to rotate also smooth slowly to the target in this case i set the rotation duration 1 second. and i see that the object rotation is changing but not facing the target.
This screenshot show the object while it's still in the player hand at position 0,0,0
Then the object get throw and start moving to the target at this time the object rotation change :
The object that throw have a child transform the eye and from the eye a laser beam should be coming out and then i want to make that the object will rotate towards the target so the laser from the eye will be facing the target.
I marked the eye with a small red circle :
In this screenshot i marked the target far away, the laser in green is not facing the target and also the eye is not facing the target. the laser should come out the eye and the whole object should facing the target so the laser also should be facing the target with the eye.
This screenshot is of the object before running the game the eye is facing forwards with the object. this is just to show that the eye is aligned with the object facing forward.
This script is attached to my player and make the object to be thrown to the target and also should make the object to be rotating towards the target :
The throw part that make the object move to the target is working fine but the rotating part is not :
private IEnumerator AnimateRotationTowards(Quaternion transformRot, Quaternion targetRot, float dur)
{
float t = 0f;
while (t < dur)
{
transformRot = Quaternion.Slerp(transformRot, targetRot, t / dur);
yield return null;
t += Time.deltaTime;
}
transformRot = targetRot;
}
Also i see that making transformRot = targetRot; for some reason there is a small message say unnecessary assignment not sure why.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ThrowObject : MonoBehaviour
{
public Transform objectToThrow;
public Transform target;
public Transform objectToThrowParent;
public float throwingSpeed;
public float waitAtTargetTime;
public float distanceToStopFromTarget;
public bool go = false;
public AnimationCurve animationCurve;
private Animator anim;
private bool startThrowAnimationOnce = true;
private bool reParent = false;
private bool startMovingBack = false;
private void Start()
{
anim = GetComponent<Animator>();
}
private void Update()
{
if (anim != null && startThrowAnimationOnce)
{
anim.SetTrigger("Throw");
startThrowAnimationOnce = false;
}
if (go)
{
objectToThrow.parent = null;
StartCoroutine(Throw());
StartCoroutine(AnimateRotationTowards(objectToThrow.rotation, target.rotation, 1f));
go = false;
}
if (reParent)
{
objectToThrow.position = objectToThrowParent.position;
}
if (startMovingBack)
{
if (Vector3.Distance(objectToThrow.position, objectToThrowParent.position) >= 0.1f)
{
float step = 5 * Time.deltaTime;
objectToThrow.position = Vector3.MoveTowards(objectToThrow.position, objectToThrowParent.position, step);
}
else
{
objectToThrow.position = objectToThrowParent.position;
objectToThrow.parent = objectToThrowParent;
objectToThrow.localPosition = new Vector3(0, 0, 0);
}
}
}
public void ThrowEvent()
{
go = true;
}
IEnumerator Throw()
{
while(Vector3.Distance(objectToThrow.position, target.position) >= distanceToStopFromTarget)
{
objectToThrow.position = Vector3.MoveTowards(
objectToThrow.position,
target.position,
throwingSpeed * Time.deltaTime
);
yield return null;
}
yield return new WaitForSeconds(waitAtTargetTime);
startMovingBack = true;
}
private IEnumerator AnimateRotationTowards(Quaternion transformRot, Quaternion targetRot, float dur)
{
float t = 0f;
while (t < dur)
{
transformRot = Quaternion.Slerp(transformRot, targetRot, t / dur);
yield return null;
t += Time.deltaTime;
}
transformRot = targetRot;
}
}
This script is attached to the object eye and fire the laser :
The target in this script is the same target as in the ThrowObject script :
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters;
using System;
using UnityEngine;
public class Hovl_DemoLasers : MonoBehaviour
{
public List<Transform> targets;
public GameObject FirePoint;
public Camera Cam;
public float MaxLength;
public GameObject[] Prefabs;
private Ray RayMouse;
private Vector3 direction;
private Quaternion rotation;
[Header("GUI")]
private float windowDpi;
private int Prefab;
private GameObject Instance;
private Hovl_Laser LaserScript;
private Hovl_Laser2 LaserScript2;
private bool rotateMouse = true;
private bool startLaser = true;
private float buttonSaver = 0f;
private Hovl_LaserDemo hovl_laserDemo;
private float maxDistance = 0;
private int closestIndex = 0;
void Start()
{
if (Screen.dpi < 1) windowDpi = 1;
if (Screen.dpi < 200) windowDpi = 1;
else windowDpi = Screen.dpi / 200f;
Counter(0);
}
void Update()
{
//Enable lazer
if (Input.GetMouseButtonDown(0))
{
Destroy(Instance);
Instance = Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
Instance.transform.parent = transform;
LaserScript = Instance.GetComponent<Hovl_Laser>();
LaserScript2 = Instance.GetComponent<Hovl_Laser2>();
rotateMouse = true;
}
if (Input.GetMouseButtonDown(1))
{
rotateMouse = false;
}
if ((Input.GetKey(KeyCode.A) || Input.GetAxis("Horizontal") < 0) && buttonSaver >= 0.4f)// left button
{
buttonSaver = 0f;
Counter(-1);
}
if ((Input.GetKey(KeyCode.D) || Input.GetAxis("Horizontal") > 0) && buttonSaver >= 0.4f)// right button
{
buttonSaver = 0f;
Counter(+1);
}
buttonSaver += Time.deltaTime;
if (startLaser)
{
rotateMouse = false;
Destroy(Instance);
Instance = Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
Instance.transform.parent = transform;
LaserScript = Instance.GetComponent<Hovl_Laser>();
LaserScript2 = Instance.GetComponent<Hovl_Laser2>();
hovl_laserDemo = Instance.GetComponent<Hovl_LaserDemo>();
startLaser = false;
}
if (targets != null)
{
maxDistance = Mathf.Infinity;
for (int i = 0; i < targets.Count; i++)
{
float distance = Vector3.Distance(gameObject.transform.position, targets[i].position);
if (distance < maxDistance)
{
maxDistance = distance;
closestIndex = i;
}
}
if (hovl_laserDemo != null)
{
float distance = Vector3.Distance(gameObject.transform.position, targets[closestIndex].position);
MaxLength = distance;
hovl_laserDemo.MaxLength = distance;
}
RaycastHit hit;
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, MaxLength))
{
RotateToMouseDirection(gameObject, targets[closestIndex].position);
}
else
{
RotateToMouseDirection(gameObject, targets[closestIndex].position);
}
}
if (Cam != null && rotateMouse)
{
RaycastHit hit;
var mousePos = Input.mousePosition;
RayMouse = Cam.ScreenPointToRay(mousePos);
if (Physics.Raycast(RayMouse.origin, RayMouse.direction, out hit, MaxLength))
{
RotateToMouseDirection(gameObject, hit.point);
}
else
{
var pos = RayMouse.GetPoint(MaxLength);
RotateToMouseDirection(gameObject, pos);
}
}
else
{
Debug.Log("No camera");
}
}
void OnGUI()
{
GUI.Label(new Rect(10 * windowDpi, 5 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use the keyboard buttons A/<- and D/-> to change lazers!");
GUI.Label(new Rect(10 * windowDpi, 20 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use left mouse button for shooting!");
}
void Counter(int count)
{
Prefab += count;
if (Prefab > Prefabs.Length - 1)
{
Prefab = 0;
}
else if (Prefab < 0)
{
Prefab = Prefabs.Length - 1;
}
}
void RotateToMouseDirection(GameObject obj, Vector3 destination)
{
direction = destination - obj.transform.position;
rotation = Quaternion.LookRotation(direction);
obj.transform.localRotation = Quaternion.Lerp(obj.transform.rotation, rotation, 1);
}
}
This is one situation where it is important to understand the difference between passing by value, or passing by reference. In your AnimateRotationTowards function, all of the parameters to that function are passed by value. Changes to those rotations will affect the local values within the function scope, but those are not the same values that get used in the scene.
What you probably want instead is a reference to some Transform object. If you assign a new rotation to that Transform, it will use that rotation in the scene.
It looks like this script component is attached to the GameObject that will be rotating. Is that right? If yes, you can set a new rotation by assigning a value to transform.rotation:
private IEnumerator AnimateRotationTowards(Quaternion transformRot, Quaternion targetRot, float dur)
{
float t = 0f;
while (t < dur)
{
transform.rotation = Quaternion.Slerp(transformRot, targetRot, t / dur);
yield return null;
t += Time.deltaTime;
}
transform.rotation = targetRot;
}
If you need to assign a rotation to some other GameObject, you can pass in a reference to that GameObject or its Transform and use that to assign the rotation.
I've hit a roadblock where when I move the camera, while moving, the character rotates on the spot however, their direction in where they are heading changes when I update the left thumbstick.
This is odd as updating it in Update doesn't work and forces the character to move in circles and placing it in a bit of script that updates with the right thumbstick is moved, causes the character to rotate and move in very different directions that what I want it to go in. This is temporarily fixed when I move the left thumbstick, updating the character's movement.
The controls for this are: Left Thumbstick - Move player, Right Thumbstick - Move camera, East Button - Jump, North Button - Run.
The goal is to allow the character to rotate themselves as well as their direction when I move the camera rather than them only updating their direction when I move the left thumbstick.
Before the code, these are the packages I'm currently using within Unity that effect this: Cinemachine & Input System.
Here's the movement code that this is effecting:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
using UnityEngine.AI;
using UnityEngine.InputSystem;
public class PlayerMovement : MonoBehaviour
{
private DefaultControls controls;
[Header("Unity General")]
[SerializeField]
private CharacterController controller;
public Transform cameraTransform;
public InputActionReference cameraControl;
[Header("General Settings")]//Player movement.
public bool canMovePlayer;
private Vector2 currentMovementInput;
private Vector3 currentMovement;
private Vector3 currentRunMovement;
private bool isMovementPressed;
private bool isRunPressed;
[Space]//Animator stuff.
public Animator characterAnimator;
private int isWalkingHash;
private int isRunningHash;
[Space]//Player running speed & how fast the player will turn when going left or right.
public float rotationFactorPerFrame = 15.0f;
public float runMultiplier = 3.0f;
[Space]//Default gravity for when the player is falling and gravity for when the player is grounded.
public float gravity = -9.81f;
public float groundedGravity = -0.05f;
[Space]//Playing jumping.
public float initialJumpVelocity;
private bool isJumpPressed = false;
private float maxJumpHeight = 1f;
private float maxJumpTime = 0.5f;
private bool isJumping = false;
private int isJumpingHash;
private bool isJumpAnimating = false;
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
npcInteraction = GetComponent<NPCInteraction>();
}
private void Awake()
{
controls = new DefaultControls();
controller = GetComponent<CharacterController>();
isWalkingHash = Animator.StringToHash("isWalking");
isRunningHash = Animator.StringToHash("isRunning");
isJumpingHash = Animator.StringToHash("isJumping");
controls.Movement.Walking.started += OnMovementInput;
controls.Movement.Walking.canceled += OnMovementInput;
controls.Movement.Walking.performed += OnMovementInput;
controls.Movement.Run.started += OnRun;
controls.Movement.Run.canceled += OnRun;
controls.Movement.Jump.started += OnJump;
controls.Movement.Jump.canceled += OnJump;
SetupJumpVariables();
}
private void SetupJumpVariables()
{
float timeToApex = maxJumpTime / 2;
gravity = (-2 * maxJumpHeight) / Mathf.Pow(timeToApex, 2);
initialJumpVelocity = (2 * maxJumpHeight) / timeToApex;
}
private void HandleJump()
{
if (!isJumping && controller.isGrounded && isJumpPressed)
{
characterAnimator.SetBool(isJumpingHash, true);
isJumpAnimating = true;
isJumping = true;
currentMovement.y = initialJumpVelocity * 0.5f;
currentRunMovement.y = (initialJumpVelocity + 0.5f) * 0.5f;
}
else if (!isJumpPressed && isJumping && controller.isGrounded)
{
isJumping = false;
}
}
private void OnJump(InputAction.CallbackContext context)
{
isJumpPressed = context.ReadValueAsButton();
}
private void OnRun(InputAction.CallbackContext context)
{
isRunPressed = context.ReadValueAsButton();
}
private void HandleRotation()
{
Vector3 positionToLookAt;
//Change in position our character should point to.
positionToLookAt.x = currentMovement.x;
positionToLookAt.y = 0.0f;
positionToLookAt.z = currentMovement.z;
//Current rotation of our character.
Quaternion currentRotation = transform.rotation;
if (currentMovementInput != Vector2.zero)
{
//Creates a new rotation based on where the player is currently pressing.
float targetAngle = Mathf.Atan2(currentMovementInput.x, currentMovementInput.y) * Mathf.Rad2Deg + cameraTransform.eulerAngles.y;
Quaternion targetRotation = Quaternion.Euler(0f, targetAngle, 0f);
transform.rotation = Quaternion.Lerp(currentRotation, targetRotation, rotationFactorPerFrame * Time.deltaTime);
}
}
private void OnMovementInput(InputAction.CallbackContext context)
{
currentMovementInput = context.ReadValue<Vector2>();
currentMovement = new Vector3(currentMovementInput.x, 0f, currentMovementInput.y);
currentRunMovement.x = currentMovementInput.x * runMultiplier;
currentRunMovement.z = currentMovementInput.y * runMultiplier;
MovementDirection();
isMovementPressed = currentMovementInput.x != 0 || currentMovementInput.y != 0;
}
private void MovementDirection()
{
currentMovement = cameraTransform.forward * currentMovement.z + cameraTransform.right * currentMovement.x;
currentMovement.y = 0f;
currentRunMovement = cameraTransform.forward * currentRunMovement.z + cameraTransform.right * currentRunMovement.x;
currentRunMovement.y = 0f;
}
private void HandleAnimation()
{
bool isWalking = characterAnimator.GetBool(isWalkingHash);
bool isRunning = characterAnimator.GetBool(isRunningHash);
if (isMovementPressed && !isWalking)
{
characterAnimator.SetBool(isWalkingHash, true);
}
else if (!isMovementPressed && isWalking)
{
characterAnimator.SetBool(isWalkingHash, false);
}
if ((isMovementPressed && isRunPressed) && !isRunning)
{
characterAnimator.SetBool(isRunningHash, true);
}
else if ((!isMovementPressed || !isRunPressed) && isRunning)
{
characterAnimator.SetBool(isRunningHash, false);
}
}
private void HandleGravity()
{
bool isFalling = currentMovement.y <= 0.0f;
float fallMultiplier = 1.5f;
if (controller.isGrounded)
{
characterAnimator.SetBool(isJumpingHash, false);
isJumpAnimating = false;
currentMovement.y = groundedGravity;
currentRunMovement.y = groundedGravity;
}
else if (isFalling)
{
float previousYVelocity = currentMovement.y;
float newYVelocity = currentMovement.y + (gravity * fallMultiplier * Time.deltaTime);
float nextYVelocity = (previousYVelocity + newYVelocity) * 0.5f;
currentMovement.y = nextYVelocity;
currentRunMovement.y = nextYVelocity;
}
else
{
float previousYVelocity = currentMovement.y;
float newYVelocity = currentMovement.y + (gravity * Time.deltaTime);
float nextYVelocity = (previousYVelocity + newYVelocity) * 0.5f;
currentMovement.y = nextYVelocity;
currentRunMovement.y = nextYVelocity;
}
}
// Update is called once per frame
public void Update()
{
HandleRotation();
HandleAnimation();
controller.Move(currentMovement * Time.deltaTime);
characterAnimator.SetFloat("Speed", controls.Movement.Walking.ReadValue<Vector2>().magnitude);
if (isRunPressed)
{
controller.Move(currentRunMovement * Time.deltaTime);
}
else
{
controller.Move(currentMovement * Time.deltaTime);
}
HandleGravity();
HandleJump();
if (cameraControl.action.triggered)
{
MovementDirection();
}
LockOnTarget();
Interaction();
}
private void OnEnable()
{
controls.Movement.Enable();
}
private void OnDisable()
{
controls.Movement.Disable();
}
}```
Before diving into your code that has quite deep stuff regarding the camara movement, find this simple way in which a gameObject can face the direction of the camera in a simple way. Just in case it helps. This answers directly your question "How to get a character to turn in the direction of the camera?"
using UnityEngine;
public class LookToCamForward : MonoBehaviour
{
void Start()
{
transform.rotation = Quaternion.LookRotation(Camera.main.transform.forward, Camera.main.transform.up);
}
}
This is the character settings and components :
The character don't move and everything stuttering only when the Camera is child of the character.
If the camera is not child of the character the character will move fine but I want the camera to follow the character.
Maybe I should edit and add the ThirdPersonCharacter script ? It's attached to the character. The script is a bit long.
There are 3 scripts they are all connected a bit long but they are all making the character controlling.
ThirdPersonUserControl :
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
namespace UnityStandardAssets.Characters.ThirdPerson
{
[RequireComponent(typeof (ThirdPersonCharacter))]
public class ThirdPersonUserControl : MonoBehaviour
{
private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
private Transform m_Cam; // A reference to the main camera in the scenes transform
private Vector3 m_CamForward; // The current forward direction of the camera
private Vector3 m_Move;
private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.
private void Start()
{
// get the transform of the main camera
if (Camera.main != null)
{
m_Cam = Camera.main.transform;
}
else
{
Debug.LogWarning(
"Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject);
// we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
}
// get the third person character ( this should never be null due to require component )
m_Character = GetComponent<ThirdPersonCharacter>();
}
private void Update()
{
if (!m_Jump)
{
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
}
}
// Fixed update is called in sync with physics
private void FixedUpdate()
{
// read inputs
float h = CrossPlatformInputManager.GetAxis("Horizontal");
float v = CrossPlatformInputManager.GetAxis("Vertical");
bool crouch = Input.GetKey(KeyCode.C);
// calculate move direction to pass to character
if (m_Cam != null)
{
// calculate camera relative direction to move:
m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
m_Move = v*m_CamForward + h*m_Cam.right;
}
else
{
// we use world-relative directions in the case of no main camera
m_Move = v*Vector3.forward + h*Vector3.right;
}
#if !MOBILE_INPUT
// walk speed multiplier
if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
#endif
// pass all parameters to the character control script
m_Character.Move(m_Move, crouch, m_Jump);
m_Jump = false;
}
}
}
AICharacterControl :
using System;
using UnityEngine;
namespace UnityStandardAssets.Characters.ThirdPerson
{
[RequireComponent(typeof (UnityEngine.AI.NavMeshAgent))]
[RequireComponent(typeof (ThirdPersonCharacter))]
public class AICharacterControl : MonoBehaviour
{
public UnityEngine.AI.NavMeshAgent agent { get; private set; } // the navmesh agent required for the path finding
public ThirdPersonCharacter character { get; private set; } // the character we are controlling
public Transform target; // target to aim for
private void Start()
{
// get the components on the object we need ( should not be null due to require component so no need to check )
agent = GetComponentInChildren<UnityEngine.AI.NavMeshAgent>();
character = GetComponent<ThirdPersonCharacter>();
agent.updateRotation = false;
agent.updatePosition = true;
}
private void Update()
{
if (target != null)
agent.SetDestination(target.position);
if (agent.remainingDistance > agent.stoppingDistance)
character.Move(agent.desiredVelocity, false, false);
else
character.Move(Vector3.zero, false, false);
}
public void SetTarget(Transform target)
{
this.target = target;
}
}
}
ThirdPersonCharacter :
using UnityEngine;
namespace UnityStandardAssets.Characters.ThirdPerson
{
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(CapsuleCollider))]
[RequireComponent(typeof(Animator))]
public class ThirdPersonCharacter : MonoBehaviour
{
[SerializeField] float m_MovingTurnSpeed = 360;
[SerializeField] float m_StationaryTurnSpeed = 180;
[SerializeField] float m_JumpPower = 12f;
[Range(1f, 4f)][SerializeField] float m_GravityMultiplier = 2f;
[SerializeField] float m_RunCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others
[SerializeField] float m_MoveSpeedMultiplier = 1f;
[SerializeField] float m_AnimSpeedMultiplier = 1f;
[SerializeField] float m_GroundCheckDistance = 0.1f;
Rigidbody m_Rigidbody;
Animator m_Animator;
bool m_IsGrounded;
float m_OrigGroundCheckDistance;
const float k_Half = 0.5f;
float m_TurnAmount;
float m_ForwardAmount;
Vector3 m_GroundNormal;
float m_CapsuleHeight;
Vector3 m_CapsuleCenter;
CapsuleCollider m_Capsule;
bool m_Crouching;
void Start()
{
m_Animator = GetComponent<Animator>();
m_Rigidbody = GetComponent<Rigidbody>();
m_Capsule = GetComponent<CapsuleCollider>();
m_CapsuleHeight = m_Capsule.height;
m_CapsuleCenter = m_Capsule.center;
m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
m_OrigGroundCheckDistance = m_GroundCheckDistance;
}
public void Move(Vector3 move, bool crouch, bool jump)
{
// convert the world relative moveInput vector into a local-relative
// turn amount and forward amount required to head in the desired
// direction.
if (move.magnitude > 1f) move.Normalize();
move = transform.InverseTransformDirection(move);
CheckGroundStatus();
move = Vector3.ProjectOnPlane(move, m_GroundNormal);
m_TurnAmount = Mathf.Atan2(move.x, move.z);
m_ForwardAmount = move.z;
ApplyExtraTurnRotation();
// control and velocity handling is different when grounded and airborne:
if (m_IsGrounded)
{
HandleGroundedMovement(crouch, jump);
}
else
{
HandleAirborneMovement();
}
ScaleCapsuleForCrouching(crouch);
PreventStandingInLowHeadroom();
// send input and other state parameters to the animator
UpdateAnimator(move);
}
void ScaleCapsuleForCrouching(bool crouch)
{
if (m_IsGrounded && crouch)
{
if (m_Crouching) return;
m_Capsule.height = m_Capsule.height / 2f;
m_Capsule.center = m_Capsule.center / 2f;
m_Crouching = true;
}
else
{
Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
{
m_Crouching = true;
return;
}
m_Capsule.height = m_CapsuleHeight;
m_Capsule.center = m_CapsuleCenter;
m_Crouching = false;
}
}
void PreventStandingInLowHeadroom()
{
// prevent standing up in crouch-only zones
if (!m_Crouching)
{
Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
{
m_Crouching = true;
}
}
}
void UpdateAnimator(Vector3 move)
{
// update the animator parameters
m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime);
m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime);
m_Animator.SetBool("Crouch", m_Crouching);
m_Animator.SetBool("OnGround", m_IsGrounded);
if (!m_IsGrounded)
{
m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y);
}
// calculate which leg is behind, so as to leave that leg trailing in the jump animation
// (This code is reliant on the specific run cycle offset in our animations,
// and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5)
float runCycle =
Mathf.Repeat(
m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1);
float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount;
if (m_IsGrounded)
{
m_Animator.SetFloat("JumpLeg", jumpLeg);
}
// the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector,
// which affects the movement speed because of the root motion.
if (m_IsGrounded && move.magnitude > 0)
{
m_Animator.speed = m_AnimSpeedMultiplier;
}
else
{
// don't use that while airborne
m_Animator.speed = 1;
}
}
void HandleAirborneMovement()
{
// apply extra gravity from multiplier:
Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity;
m_Rigidbody.AddForce(extraGravityForce);
m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f;
}
void HandleGroundedMovement(bool crouch, bool jump)
{
// check whether conditions are right to allow a jump:
if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded"))
{
// jump!
m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z);
m_IsGrounded = false;
m_Animator.applyRootMotion = false;
m_GroundCheckDistance = 0.1f;
}
}
void ApplyExtraTurnRotation()
{
// help the character turn faster (this is in addition to root rotation in the animation)
float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount);
transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0);
}
public void OnAnimatorMove()
{
// we implement this function to override the default root motion.
// this allows us to modify the positional speed before it's applied.
if (m_IsGrounded && Time.deltaTime > 0)
{
Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;
// we preserve the existing y part of the current velocity.
v.y = m_Rigidbody.velocity.y;
m_Rigidbody.velocity = v;
}
}
void CheckGroundStatus()
{
RaycastHit hitInfo;
#if UNITY_EDITOR
// helper to visualise the ground check ray in the scene view
Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance));
#endif
// 0.1f is a small offset to start the ray from inside the character
// it is also good to note that the transform position in the sample assets is at the base of the character
if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance))
{
m_GroundNormal = hitInfo.normal;
m_IsGrounded = true;
m_Animator.applyRootMotion = true;
}
else
{
m_IsGrounded = false;
m_GroundNormal = Vector3.up;
m_Animator.applyRootMotion = false;
}
}
}
}
In the script ThirdPersonCharacter there is no Update function at all.
In the AICharacterControl there is Update I tried to change it to FixedUpdate but it didn't fix the problem.
In the script ThirdPersonUserControl there is Update but it's only for Jump and there is also FixedUpdate so I didn't try to change anything in that script.
Try using FixedUpdate() instead of Update() and see. Also, you should at least post the relevant bit of code.
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,