Jitter when moving around a circular path - c#

This is a pretty strange bug. I created the following script intended to calculate positions to shoot projectiles in my game by moving around a circular path and facing the mouse:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ProjectileFire : MonoBehaviour
{
[System.Serializable]
public class ButtonDirectionSet {
public string button;
public float direction;
public bool degrees = true;
}
public GameObject projectile;
public Vector2 centerPoint;
public float radius = 1.0f;
public string fireButton = "Fire1";
public bool followMouse = false;
public bool followKeyboard = true;
public List<ButtonDirectionSet> buttonDirectionMap = new List<ButtonDirectionSet>();
public bool degrees = true;
public float direction;
private readonly float maxDirection = 360 * Mathf.Deg2Rad;
// Start is called before the first frame update
void Start()
{
foreach (ButtonDirectionSet set in buttonDirectionMap) {
if (set.degrees) {
set.direction *= Mathf.Deg2Rad;
}
}
if (degrees) {
direction *= Mathf.Deg2Rad;
}
}
void Update()
{
foreach (ButtonDirectionSet set in buttonDirectionMap) {
if (Input.GetButtonDown(set.button)) {
direction = set.direction;
}
}
if ((followKeyboard && followMouse && Input.GetMouseButton(0)) || !followKeyboard) {
Vector3 mouse = Input.mousePosition;
mouse.z = transform.position.z - Camera.main.transform.position.z;
Vector3 mousePosition = transform.InverseTransformPoint(Camera.main.ScreenToWorldPoint(mouse));
float xPos = mousePosition.x - centerPoint.x;
if (Mathf.Abs(xPos) < 0.1f)
{
xPos = 0.1f * Mathf.Sign(xPos);
}
float yPos = mousePosition.y - centerPoint.y;
if (Mathf.Abs(yPos) < 0.1f)
{
yPos = 0.1f * Mathf.Sign(yPos);
}
direction = Mathf.Atan2(yPos, xPos);
}
if (direction < 0) direction += maxDirection;
transform.localPosition = centerPoint + (new Vector2(Mathf.Cos(direction), Mathf.Sin(direction)) * radius);
}
}
If you set both "follow keyboard" and "follow mouse" to true, the object should be positioned toward the mouse when you hold down the left click button. For the most part, this works, but for some reason, there's jitter in the sense that the object rapidly changes between two different positions for a period of time, even when I don't move the mouse at all. Additionally, the "direction" value switches itself at the same rate, even if I don't move my mouse at all. This does not happen all the time, but it does happen pretty frequently at times that appear to be random.
Is there anything I can do to mitigate or eliminate this behavior?

Since the direction also jitters, there is something wrong with the way you calculate the direction.
The reason your direction jitters is because of the transform.InverseTransformPoint. Since the position of the object changed, the position of the mouse relative to the object also changed with every movement so the direction also changed.
Here are two ways to do it:
1:
Vector2 direction;
if ((followKeyboard && followMouse && Input.GetMouseButton(0)) || !followKeyboard)
{
Vector3 mouseOnScreen = Camera.main.ScreenToWorldPoint(Input.mousePosition) - new Vector3(centerPoint.x, centerPoint.y, 0);
direction = new Vector2(mouseOnScreen.x, mouseOnScreen.y);
}
transform.localPosition = centerPoint + (direction.normalized * radius);
This is a simple way to do it without using angles. It gets the position of the mouse on screen in world space. Then it makes it into a vector 2 so the z value doesn't affect it. Then, it sets the new position to the center plus the direction to the mouse with a magnitude of the radius
2:
if ((followKeyboard && followMouse && Input.GetMouseButton(0)) || !followKeyboard)
{
Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition) - new Vector3(centerPoint.x, centerPoint.y, 0);
direction = Mathf.Atan2(mousePosition.y, mousePosition.x);
}
transform.localPosition = centerPoint + (new Vector2(Mathf.Cos(direction), Mathf.Sin(direction)) * radius);
This is the same way you did it but a little cleaned up. Instead of using transform.InverseTransformPoint, this way subtracts the centerPoint. That returns the vector from the centerPoint to the mouse, setting the centerPoint as the origin. This is also in the firsts solution.

Related

Swerve Control Unity C#

Hi I am creating a hyper casual game with unity, but I have encountered a problem with the swerve control (I have also seen many git hubs but even these do not work perfectly)
I've put this in my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
private float lastframeposx;
private float movefactorx;
public float MoveFactorX => movefactorx;
public Camera m_MainCam;
private float speed = 2.0f;
[SerializeField]
GameObject character;
[SerializeField] private float swerveSpeed = 0.5f;
[SerializeField] private float maxSwerveAmount = 1f;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
transform.position += Vector3.forward * speed * Time.deltaTime;
Cammina();
/*Vector3 destra = Camera.main.ScreenToWorldPointt(Input.touches[i].position);
transform.position += Vector3.zero destra;*/
}
void Cammina()
{
if(Input.GetMouseButtonDown(0))
{
lastframeposx = Input.mousePosition.x;
float swerveAmount = Time.deltaTime * swerveSpeed * MoveFactorX;
swerveAmount = Mathf.Clamp(swerveAmount, -maxSwerveAmount, maxSwerveAmount);
transform.Translate(swerveAmount, 0, 0);
}
else if (Input.GetMouseButton(0))
{
movefactorx = Input.mousePosition.x - lastframeposx;
lastframeposx = Input.mousePosition.x;
float swerveAmount = Time.deltaTime * swerveSpeed * MoveFactorX;
swerveAmount = Mathf.Clamp(swerveAmount, -maxSwerveAmount, maxSwerveAmount);
transform.Translate(swerveAmount, 0, 0);
}
else if(Input.GetMouseButtonUp(0))
{
movefactorx = 0f;
float swerveAmount = Time.deltaTime * swerveSpeed * MoveFactorX;
swerveAmount = Mathf.Clamp(swerveAmount, -maxSwerveAmount, maxSwerveAmount);
transform.Translate(swerveAmount, 0, 0);
}
}
/*void vaidoveschiacciato()
{
if (Input.touchCount > 0 && Input.touches[0].phase == TouchPhase.Began)
{
Ray ray = Camera.main.ScreenPointToRay(Input.touches[0].position);
RaycastHit hit;
if(Physics.Raycast(ray, out hit))
{
if(hit.collider != null)
{
transform.position += hit.collider.GetComponent<Transform.position> * speed * Time.deltaTime;
}
}
}
}*/
}
1 Problem: he don't go when the finger is
2 Problem: How do I eliminate the movement from right to left (Without making it go out of the path)
(Langauge: C#)
The problem: When you swerve, it swerves just in the direction, there is no limits on how far it goes.
How I would fix this: I would put the movement to change it through a function. This could clamp it, so the higher the distance to the center of the track, the less it swerves. Or, you can altogether check if the distance is a maximum and then stop swerving.
Note: you can use other functions to do this (they just have to flatten out the larger the input).
Smooth, good looking bell curve way
For example you could use a bell curve. Look one up if you've never seen one before. It is at it's highest possible output of one, at a zero input. When it gets hiher or lower, it outputs lower to zero.
the simplest equation is y = i-(x2). The lower i is (above 1), the wider the curve, or the larger the output is for a larger input. I made a graph here.
x can be the distance to the center of the track, so you should adjust i, so the maximum distance from the track is flat.
This output is what you should change swerveAmount to.
The flatter parts of the graoh is how much you will swerve when you are that distance from the center (x axis)
Alternatively
You could just check the distance, and if it passes a certain distance don't translate it.
Let me know in the omments if there are any problems! :)

How to realistically reflect a 3d sphere in Unity with C#

I've been trying to realistically reflect a 3d sphere on the walls of a box for a while now in Unity. For some reason, the reflection is generally correct, but when the ball hits a wall in certain directions, the reflection is incorrect.
To illustrate what happens to the ball upon hitting a wall: T = top wall, R = right wall, L = left wall, and B = bottom wall. Let r = the ball comes/goes to the right, l = for the left, and s = the ball stops/slows down significantly. The instructions below take this format: Xyz, where X = the wall the ball is about to hit, y = the ball's initial direction, z = the reflection. The game has a top-down perspective, and the instructions are based on the wall's perspective. I'm also new to C#, so the code is potentially eye burning.
Instructions: Tll, Trl; Bll, Brl; Rls or after hitting another wall Rlr, Rrl; Lls or after hitting another wall Llr, Lrl
Generally, when the ball stops, it jumps in the air. I wonder if this is because the angle reflects along the wrong axis, but why would this only sometimes happen? Also, when only one key is held, the ball bounces back and forth until it leaves the arena. I know about discrete and continuous hit detection, and the setting is on discrete, but the walls generally contain the ball well enough, with this case being the exception.
What I tried:
Figuring out how to use Vector3.Reflect. I do not understand what variables this function should contain and how to apply this to my code. I did look at the Unity Documentation page for help, but it did not answer my question.
Changing the negative signs, as the angle has to be a reflection on the y-axis, and this does change how the reflections work, but does not solve the problem. The current way the negatives are ordered are the most ideal I found.
Giving the ball a physics material for bounciness.
Adding a small number to the denominator in the arctan equation to help prevent a division by zero. This did not help at all.
Creating different equations (basically changing the negatives) for varying combinations of positive and negative accelerations. Since there is a certain positive or negative acceleration associated with each button press (see Movement script), and there seems to be an issue with said signs, I wondered if associating each acceleration with its own set of equations could solve the problem. It did not work.
Checked if the walls were at different angles.
Deleting the variables xA and yA, or placing them in different spots.
Experimented with finding the speed of the object, but had no idea how to implement it.
The code for the Movement script for the player named Controller:
public class Movement : MonoBehaviour
{
public static float xAcceleration = 0.0f;
public static float yAcceleration = 0.0f;
// Update is called once per frame
void Update()
{
if (Input.GetKey(KeyCode.W)) //If the key W is pressed:
{
Vector3 position = this.transform.position; //Variable position is set to transform the players placement in the game.
if (yAcceleration >= -5 && yAcceleration <= 5) //If the y vector of the acceleration is >= -5 and <= 5:
{
yAcceleration = yAcceleration + 0.01f; //The y vector of the acceleration increases by 0.01 as long as the key W is pressed.
}
position.z = position.z + (0.1f * yAcceleration); //The position of the object on the z-axis (pretend it is the y-axis in the game world) is transformed by its original position plus its speed times its yAcceleration.
this.transform.position = position; //The gameObject is now transformed to a position equal to the variable position by the z-axis.
}
else //If the key W is let go of:
{
Vector3 position = this.transform.position;
position.z = position.z + (0.1f * yAcceleration);
this.transform.position = position; //The position of the gameObject continues to update, but its acceleration does not change. Basically, it continues to move forward.
}
//The rest of the code is very similar to the above, but I included it just in case there was something wrong.
if (Input.GetKey(KeyCode.S))
{
Vector3 position = this.transform.position;
if (yAcceleration >= -5 && yAcceleration <= 5)
{
yAcceleration = (yAcceleration) - 0.01f;
}
position.z = position.z + (0.1f * yAcceleration);
this.transform.position = position;
}
else
{
Vector3 position = this.transform.position;
position.z = position.z + (0.1f * yAcceleration);
this.transform.position = position;
}
if (Input.GetKey(KeyCode.A))
{
Vector3 position = this.transform.position;
if (xAcceleration >= -5 && xAcceleration <= 5)
{
xAcceleration = (xAcceleration) - 0.01f;
}
position.x = position.x + (0.1f * xAcceleration);
this.transform.position = position;
}
else
{
Vector3 position = this.transform.position;
position.x = position.x + (0.1f * xAcceleration);
this.transform.position = position;
}
if (Input.GetKey(KeyCode.D))
{
Vector3 position = this.transform.position;
if (xAcceleration >= -5 && xAcceleration <= 5)
{
xAcceleration = (xAcceleration) + 0.01f;
}
position.x = position.x + (0.1f * xAcceleration);
this.transform.position = position;
}
else
{
Vector3 position = this.transform.position;
position.x = position.x + (0.1f * xAcceleration);
this.transform.position = position;
}
}
}
This is the code for the collider and reflection:
public class Collider : MonoBehaviour
{
public float xA;
public float yA;
void OnCollisionEnter(Collision collision) //If a gameObject enters the collision of another object, this immediately happens once.
{
if (gameObject.tag == "Boundary") //If the gameObject has a tag named Boundary:
{
yA = -Movement.yAcceleration; //yA stores the value of yAcceleration after being called from script Movement as a negative. Its a reflection.
Movement.xAcceleration = (Movement.xAcceleration * -Mathf.Atan(yA / Movement.xAcceleration)); //xAcceleration is changed based on this equation: A * artan(A_y / A_x). The 0.000001 was here, adding to A_x to help prevent a 0 as the denominator.
xA = Movement.xAcceleration; //This is declared now...
Movement.yAcceleration = (Movement.yAcceleration * Mathf.Atan(Movement.yAcceleration / xA)); //This uses xA because Movement.xAcceleration is changed, and the yAcceleration calculation is based on the xAcceleration prior the collision.
}
}
void OnCollisionStay(Collision collision)
{
if (gameObject.tag == "Boundary")
{
yA = Movement.yAcceleration; //The same thing happens as before.
Movement.xAcceleration = (Movement.xAcceleration * -Mathf.Atan(yA / Movement.xAcceleration));
xA = Movement.xAcceleration;
Movement.yAcceleration = (Movement.yAcceleration * Mathf.Atan(Movement.yAcceleration / xA));
Movement.xAcceleration = -Movement.xAcceleration / 2; //On collision, the ball is reflected across the x-axis at half its speed.
Movement.yAcceleration = Movement.yAcceleration / 2; //yAcceleration is half its original value.
}
}
}
The picture below is the game setup. I apologize that it is a link; I do not have enough Reputation to merit a loaded image on this page. Also, if anything is unclear, please message me.
https://i.stack.imgur.com/VREV4.png
I would really appreciate the help. Thanks!
One very important note here: As soon as there is any Rigidbody involved you do not want to set any values through the .transform - This breaks the physics and collision detection!
Your Movement should rather alter the behavior of the Rigidbody e.g. by simply changing its Rigibody.velocity
I would then also place the collision check directly into the balls's component and check whether you hit a wall ("Boundary")
Then another note: Your code is currently frame-rate dependent. It means that if your target device runs with only 30 frames per second you will add 0.3 per second to the acceleration. If you run however on a more powerful device that manages to run with 200 frames per second then you add 2 per second.
You should rather define the de/increase per second and multiply it by Time.deltaTime
All together maybe something like this
public class Movement : MonoBehaviour
{
// Adjust these settings via the Inspector
[SerializeField] private float _maxMoveSpeed = 5f;
[SerializeField] private float _speedIncreasePerSecond = 1f;
// Already reference this via the Inspector
[SerializeField] private Rigidbody _rigidbody;
private void Awake()
{
if(!_rigidbody) _rigidbody = GetComponent<Rigidbody>();
}
// Get User Input in Update
private void Update()
{
var velocity = _rigidbody.velocity;
velocity.y = 0;
if (Input.GetKey(KeyCode.W) && velocity.z < _maxMoveSpeed)
{
velocity.z += _speedIncreasePerSecond * Time.deltaTime;
}
if (Input.GetKey(KeyCode.S) && velocity.z > -_maxMoveSpeed)
{
velocity.z -= _speedIncreasePerSecond * Time.deltaTime;
}
if (Input.GetKey(KeyCode.A) && velocity.x > -_maxMoveSpeed)
{
velocity.x -= _speedIncreasePerSecond * Time.deltaTime;
}
if (Input.GetKey(KeyCode.D) && velocity.x < _maxMoveSpeed)
{
velocity.x += _speedIncreasePerSecond * Time.deltaTime;
}
// clamp to the max speed in case you move diagonal
if(velocity.magnitude > _maxMoveSpeed)
{
velocity = velocity.normalized * _maxMoveSpeed;
}
_rigidbody.velocity = velocity;
}
}
And then finally simply add a PhysicsMaterial with desired settings to the walls and ball.
I used Friction = 0f and Bounciness = 0.7f for ball and walls. For slow movements you also might want/have to adjust the Bounce Threshold in the Project's Physics Settings otherwise there will be no bouncing if the velocity is smaller then 2 by default.
This depends a bit on your definition of "realistic". I disabled gravity so the ball also has no rotation and angular friction:

How to detect if Mouse stopped moving in Unity

I want to do a Game like slither.io in Unity but it's hard to detect when the mouse stopped moving, I want the ball to not stop, instead it should move on, worked several hours on this problem but can't quite get it to work. I thought if I save where the last known position is I can keep the velocity but I don't know how to implement yet.
Thanks in advance!
This is my Source Code:
private float xMin, xMax, yMin, yMax;
[SerializeField] float constantSpeed = 100f;
[SerializeField] float padding = 5f;
private Rigidbody2D rb2D;
private Vector3 mousePosition;
private Vector2 direction;
private List<Vector3> ListPos = new List<Vector3>();
private Vector3 empty;
// Use this for initialization
void Start () {
empty = Vector3.zero;
SetUpMoveBoundaries();
rb2D = gameObject.GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update () {
Move();
}
private void SetUpMoveBoundaries()
{
Camera gameCamera = Camera.main;
xMin = gameCamera.ViewportToWorldPoint(new Vector3(0, 0, 0)).x + padding;
xMax = gameCamera.ViewportToWorldPoint(new Vector3(1, 0, 0)).x - padding;
yMin = gameCamera.ViewportToWorldPoint(new Vector3(0, 0, 0)).y + padding;
yMax = gameCamera.ViewportToWorldPoint(new Vector3(0, 1, 0)).y - padding;
}
private void Move()
{
if (Input.mousePosition != empty)
{
mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
direction = (mousePosition - transform.position).normalized;
ListPos.Add(direction);
rb2D.velocity = new Vector2(direction.x * constantSpeed, direction.y * constantSpeed);
}
else
{
var last = ListPos.LastOrDefault();
rb2D.velocity = new Vector2(last.x * constantSpeed, last.y * constantSpeed);
}
}
Assuming you want it to trigger one of the two functions depending on whether the mouse has moved or not since last frame:
Vector2 lastMousePosition;
void WhenMouseIsMoving()
{
}
void WhenMouseIsntMoving()
{
}
void Update()
{
if (Input.mousePosition!=lastMousePosition)
{
lastMousePosition=Input.MousePosition;
WhenMouseIsMoving();
} else
WhenMouseIsntMoving();
}
You'll need to add one more bool variable to keep track of whether it has just started or stopped moving;
If you want to check for mouse movement without having to keep track of the mouse position in a variable, you can use the GetAxis function from Unity's Input class.
To do this you will have to make sure that mouse movement is hooked up to axes in Unity's input manager. It is normally there by default already, with 'Mouse X' and 'Mouse Y' mapped to the mouse delta for their respective axes.
For example:
// Is true when the mouse has moved
if (Input.GetAxis("Mouse X") != 0 || Input.GetAxis("Mouse Y") != 0)
{
// Do something with mouse input
}
In your case, it looks like you could do something like this as your move function:
Vector2 direction = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
if (direction.magnitude != 0)
{
// ListPos.Add(direction);
rb2D.velocity = direction.normalized * constantSpeed;
}
As an unrelated note, your ListPos variable is growing in size potentially every frame without limit. If you need to keep track of previous positions for reasons other than your attempt at detecting mouse position changes, you should consider how much storage you will need and give it a fixed size replacing the oldest entries, or consider whether or not the values need to be independent or can be merged instead.

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 2D - zoom in =ok, zoom out = borked

I hope someone can help. Im trying to create a little script that zooms in to my player and back out - toggling.
The zoom in works fine, but when I try to zoom back out it doesn't work, it gets stuck. I've created a bool to ensure it only runs the code when it needs to and I'm wondering if that is what's causing the error.
using UnityEngine;
using System.Collections;
public class CameraZoom : MonoBehaviour
{
public float zoom = 10f;
public float normal = 3.471398f;
public float smooth = 5f;
private bool isZoomed = false;
public Camera cam;
public GameObject player;
// lock the camera settings
public float LockedX = 0f;
public float LockedY = 0f;
public float LockedZ = 0f;
private bool hasBeenZoomed = false;
Vector3 targetPos;
private Transform playerTransform;
// Use this for initialization
void Start()
{
targetPos = transform.position;
playerTransform = GameObject.FindGameObjectWithTag("Player").transform;
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown("z")) { isZoomed = !isZoomed; }
if (isZoomed == true)
{
ZoomInToPlayer();
hasBeenZoomed = true;
}
else
{
if (hasBeenZoomed)
{
ZoomOutFromPlayer();
hasBeenZoomed = false;
}
}
}
void ZoomInToPlayer()
{
// By default the target x and y coordinates of the camera are it's current x and y coordinates.
float targetX = transform.position.x;
float targetY = transform.position.y;
// ... the target x coordinate should be a Lerp between the camera's current x position and the player's current x position.
targetX = Mathf.Lerp(transform.position.x, playerTransform.position.x, smooth * Time.deltaTime);
//Debug.Log("player x is " + playerTransform.position.x + " and TargetX is " + targetX);
// ... the target y coordinate should be a Lerp between the camera's current y position and the player's current y position.
targetY = Mathf.Lerp(transform.position.y, playerTransform.position.y, smooth * Time.deltaTime);
//Debug.Log("player y is " + playerTransform.position.y+ " and TargetY is " + targetY);
// Set the camera's position to the target position with the same z component.
cam.transform.position = new Vector3(targetX, targetY, transform.position.z);
// Change the size of the camera viewport
cam.orthographicSize = Mathf.Lerp(cam.orthographicSize, zoom, Time.deltaTime * smooth);
}
void ZoomOutFromPlayer()
{
// By default the target x and y coordinates of the camera are it's current x and y coordinates.
float targetX;
float targetY;
// Change the size of the camera viewport
cam.orthographicSize = Mathf.Lerp(cam.orthographicSize, normal, Time.deltaTime * smooth);
// ... the target x coordinate should be a Lerp between the camera's current x position and the original x position.
targetX = Mathf.Lerp(transform.position.x, LockedX, smooth * Time.deltaTime);
// ... the target y coordinate should be a Lerp between the camera's current y position and the original y position.
targetY = Mathf.Lerp(transform.position.y, LockedY, smooth * Time.deltaTime);
// Set the camera's position to the target position with the same z component.
cam.transform.position = new Vector3(targetX, targetY, transform.position.z);
}
}
Your methods ZoomInToPlayer and ZoomOutFromPlayer are written in a way that suggests that they should be called once per frame for the duration of the zoom in/out animation. However, ZoomOutFromPlayer will only be called once, because Update, when ZoomOutFromPlayer is called, the hasBeenZoomed is immediately set to false.
What you're trying to do here, essentially, is a simple Finite State Machine. I suggest researching this design pattern a little more — it will help you noticing the sources of such problems and structuring your code in a better way.
In this particular case, a good way to prevent this problem when designing your code would be to write something akin to "API documentation" for yourself, when writing your methods. For ZoomOutFromPlayer, it would read something like this:
Call every frame when you want to perform zoom-out animation, until the animation is complete.
After you written (and read) such a description, you should immediately notice a red flag — "until the animation is complete"? So, the code that calls this method should somehow take track of whether the animation is complete or not, during a separate mechanism? Wouldn't it make it really easy to use this method incorrectly? Well, that's exactly what happened here.
Instead, what you could've done, is to create two different methods, ZoomInUpdate and ZoomOutUpdate, with descriptions that would read something like this:
Call every frame when the camera should be zoomed out/zoomed in.
This way, using this methods is a lot easier, and you can safely throw out additional logic with hasBeenZoomed out. Just call these methods every frame, and ensure (inside these methods) that they change the camera settings with a certain speed, if these settings need to be changed, or otherwise do nothing.
Try this
using UnityEngine;
using System.Collections;
public class CameraZoom : MonoBehaviour
{
public float zoom = 10f;
public float normal = 3.471398f;
public float smooth = 5f;
private bool isZoomed = false;
private bool isZoomFinished = true; // the animation zoom is over ?
public Camera cam;
public GameObject player;
public float LockedX = 0f;
public float LockedY = 0f;
public float LockedZ = 0f;
private bool hasBeenZoomed = false;
Vector3 targetPos;
private Transform playerTransform;
void Start()
{
targetPos = transform.position;
playerTransform = GameObject.FindGameObjectWithTag("Player").transform;
}
void Update()
{
if (Input.GetKeyDown("z") && isZoomFinished) {
isZoomed = !isZoomed;
isZoomFinished = false;
}
if (isZoomed && !isZoomFinished)
{
ZoomInToPlayer();
}
else if (!isZoomed && !isZoomFinished)
{
ZoomOutFromPlayer()
}
}
float delta = 0;
void ZoomInToPlayer()
{
delta += smooth * Time.deltaTime;
//Cam size
cam.orthographicSize = Mathf.Lerp(cam.orthographicSize, zoom, delta);
//Cam pos
float targetX = transform.position.x;
float targetY = transform.position.y;
targetX = Mathf.Lerp(transform.position.x, playerTransform.position.x, delta);
targetY = Mathf.Lerp(transform.position.y, playerTransform.position.y, delta);
cam.transform.position = new Vector3(targetX, targetY, transform.position.z);
// is animation over ?
if(delta >= 1) {
isZoomFinished = true;
delta = 0;
}
}
void ZoomOutFromPlayer()
{
delta += smooth * Time.deltaTime;
//Cam size
cam.orthographicSize = Mathf.Lerp(cam.orthographicSize, normal, delta);
//Cam pos
float targetX;
float targetY;
targetX = Mathf.Lerp(transform.position.x, LockedX, delta);
targetY = Mathf.Lerp(transform.position.y, LockedY, delta);
cam.transform.position = new Vector3(targetX, targetY, transform.position.z);
// is animation over ?
if(delta >= 1) {
isZoomFinished = true;
delta = 0;
}
}
}

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