Here is an image of what I'm trying to achieve
As you can tell it's a split screen game, the player is on the left, computer on the right.
there are 3 cameras in the game, main and two player cameras
the player camera MUST be independent of the player and CAN NOT be a child object of the player object, because the ball bounces and rotates while moving, the cameras must not.
when the balls change direction the camera must remain behind the player so the visual appears to show the landscape rotating with the player.
I've searched high and low for anything to put me on the right path but nothing seems to work right.
It should be a smooth transition so lerp and slerp are to slow for instant moving. I know LateUpdate will help with this.
If anyone can point me in the right direction I'd appreciate it.
Many thanks,
Paul
Have a script which takes in an object's position, in this case the player's ball, so you can code the camera as if it was a child of the object.
An simple example code for having a following camera would be something like...
FollowObject.cs
public Transform exampleObject;
private int offset = 5; //How far back the camera will be
void LateUpdate()
{
transform.position = new Vector3(exampleObject.transform.position.x,
exampleObject.transform.position.y,
exampleObject.transform.position.z - offset)
}
Related
it's a bit tricky.
the problem is that the target object is moving and bouncing so if i will make the freelook camera to lookat or follow the moving object the camera will also bounce and i don't want it.
what i want to do is the first part just like it is now the camera is moving behind the player while the player is looking at the moving target. then when the camera is behind the player the moving object is getting out of the screen area. the player head is still looking at it but the camera keep looking and follow the player.
i want somehow to make that the camera will rotate looking at the moving object but from the player point of view and not that the camera will follow/lookat the moving object.
here is a screenshot at the point the moving object(in red circle) is start moving out of the screen :
now i'm not sure how to move to the next part.
at this point i want the camera to stay behind the player and rotate looking at the moving object "like" through the player eyes.
i tested it again now and while the object is moving and the camera is behind the player like in the screenshot i can rotate the camera with the mouse like rotating the camera with the player head looking at the moving object the question how to do it by script ?
i want to rotate the camera with the player head to look at the moving object through the player point of view so the camera will not get the moving object bouncing and other effects.
This screenshot explain what i mean that the camera is still looking at the player and following the player but viewing with the player at the moving object. in this case i'm rotating the freelook camera with my mouse but i want to do it in the script.
well not sure what you are using currently as there is no code provided here ... but instead of directly passing in the target object's position simply use a vector where x and z come from your target object while y comes from your player object like e.g.
// not necessarily the player itself but the usual target object for your camera
Transform player;
Transform camera;
Transform lookTarget;
camera.position = /*Just the usual way how you get your camera position*/;
var targetPosition = lookTarget.position;
targetPosition.y = player.position.y;
// Snapping see https://docs.unity3d.com/ScriptReference/Transform.LookAt.html
camera.LookAt(targetPosition);
// or if you are e.g. using smooth interpolation
var targetRotation = Quaternion.LookRotation(targetPosition - camera.position);
camera.rotation = Quaternion.Slerp(camera.rotation, targetRotation, 5f * Time.deltaTime);
I want to follow the camera the player along (just the y axis, but this I will look later) for now I have the following problem:
I have a background image in a seperate canvas (World Space) with my Main Camera attached.
Now if I attach a camera follow script (simply transform.position = Player.transform.position) the background image follows.
This results to the following: Everything falls down.
I tried to use another camera but I don't know if I just did it wrong. I have no idea.
as I said, just:
void update()
{
transform.position = Player.transform.position
}
but the code isn't my problem. I expect that the camera follows the player on the y axis (but not 100% just smoothly a bit) but I will look up for that later
I want that the Background doesn't move. Is there another Way to have them background images as a world space, or something I don't know?
void update()
{transform.position = Player.transform.position}
this will make your camera follow your player whatever his direction.
while u didnt mention any details, I expect the reason why everything is falling bec your mainplayer is falling due to physics . and u need to fix this by adding rigibody to your mainplayer and make sure that any thing he walk on also has colliders.
if u want your camera only to follow player on Y axis only , it should be something like this
void update()
{ float y = player.transfor.position.y;
Vector3 newPos = new Vector3(transform.position.x,y,transform.position.z);
transform.position = newPos;
}
and I suggest you cach your transform varaibles too.
lastly about your image that you dont want it to move, just dont attach it to any moving gameobject and set it to static and it should never move at all.
I am trying to learn unity, and made my first own game and stucked at the beginning. The first idea was to drop a box (cube) to the mouse position. There are many videos and posts about getting the mouse position, and i tried to use them. My problem is, the mouse position i got is the camera's position, instead of the plane.
As you can see, it is kinda works, but it isn't fall to the plane.
https://prnt.sc/lmrmcl
My code:
void Update()
{
Wall();
}
void Wall()
{
if (Input.GetMouseButtonDown(0))
{
if (Input.GetMouseButtonDown(0))
{
wall = GameObject.CreatePrimitive(PrimitiveType.Cube);
Rigidbody wallsRigidbody = wall.AddComponent<Rigidbody>();
wall.transform.localScale = new Vector3(0.6f, 0.6f, 0.6f);
wallsRigidbody.mass = 1f;
wallsRigidbody.angularDrag = 0.05f;
wallsRigidbody.useGravity = true;
wallsRigidbody.constraints = RigidbodyConstraints.FreezeRotation;
wall.transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition);
}
Debug.Log(Camera.main.ScreenToWorldPoint(Input.mousePosition));
BoxCollider wallsCollider = wall.AddComponent<BoxCollider>();
wallsCollider.size = new Vector3(1f, 1f, 1f);
}
}
How should i change my code to get the right position?
This isn't a direct answer to your question, but I'm hoping it'll still get you where you need to go.
Prefabs are your friends! I'd highly recommend leveraging them here instead of constructing a cube directly in code.
But first, make sure everything else is set up right. Go ahead and construct a cube by hand in the Editor and make sure that when you hit Play, it falls as you expect. It should, provided it has a Rigidbody, collider, and you have gravity enabled (true by default).
If that works, drag that cube from your Hierarchy view into a folder in the Project view. This creates a prefab. You can now delete the cube from the Hierarchy view.
Update your script to have a public GameObject field, e.g.
public GameObject cubeToCreate;
Then, in the Inspector pane for whatever gameobject has that script attached, you should get a new field, "Cube To Create". Drag your prefab cube into that slot.
Lastly...update your code to wall = Instantiate(cubeToCreate). You'll still need to update the position, but you should be able to drop the rest of the initialization logic you have above, e.g. setting mass and drag.
As for the actual problem, the first thing that concerns me is how do you plan on turning a 2d mouse click into a 3d point? For the axis going "into" the screen...how should the game determine the value for that?
Camera.main.ScreenToWorldPoint accepts a Vector3, but you're passing it a Vector2 (Input.mousePosition, which gets converted to a z=0 Vector3), so the point is 0 units from the camera -- so in a plane that intersects with the camera.
I haven't done this, but I think you'll need to do raycasting of some sort. Maybe create an invisible 2d plane with a collider on it, and cast a physics ray from the camera, and wherever it hits that plane, that's the point where you want to create your cube. This post has a couple hints, though it's geared toward 2D. That might all be overkill, too -- if you create a new Vector3 and initialize it with your mouse position, you can set the z coordinate to whatever you want, but then your cube creation will be in terms of distance from the camera, which is not the best idea.
Hope this helps.
I am trying to make a game with magnets. Each magnet has its own magnetic field which pulls the player towards the magnet.
The player should then be able to walk alongside the magnet on its entire side.
The player should not be pulled towards the center.
Right now I have done this by adding velocity to the player towards the magnet, this works fine.
The issue right now is that the player should rotate with his feet towards the magnet. Right now I can't figure out how to change the rotation of the player based on the rotation of the magnet. Which results in the player being on its side or upside down on the magnet in some case.
I am also using a third-person camera from unity standard assets, sometimes when the player is rotated the camera can only look up and down. To fix this I use a rotate function around World.Space.
You should get the position relative, the magnet as parent and your player as child. To do that you could create a different gameObject with the same position as the player, and set it as child to the magnet (or have a child on the magnet which you change its position (absolute position)).
Once you've done that, you normalize the localposition of the magnetChild and you make the player lookAt (there's a function in Unity) this vector + player.position. And you'll have to rotate the player 90ยบ from the x-axis (to make that not the front of the player is looking to it, but the head).
I haven't tried it, but give it a try maybe it works. Something like:
magnetChild.position = player.position;
player.LookAt(player.position + magnetChild.localPosition.normalized);
player.Rotate(90.0f, 0.0f, 0.0f);
in my XNA game(im fairly new to XNA by the way) i would like to have my player sprite land on top of a platform. i have a player sprite class that inherits from my regular sprite class, and the regular sprite class for
basic non playable sprite stuff such as boxes, background stuff, and platforms. However, i am unsure how to implement a way to make my player sprite land on a platform.
My player Sprite can jump and move around, but i dont know where and how to check to see if it is on top of my platform sprite.
My player sprites jump method is here
private void Jump()
{
if (mCurrentState != State.Jumping)
{
mCurrentState = State.Jumping;
mStartingPosition = Position;
mDirection.Y = MOVE_UP;
mSpeed = new Vector2(jumpSpeed, jumpSpeed);
}
}
mStartingPosition is player sprites starting position of the jump, and Position is the player sprites current position. I would think that my code for checking to see whether my player sprite is on top of my platform sprite. I am unsure how to reference my platform sprite inside of the playersprite class and inside of the jump method.
i think it should be something like this
//platformSprite.CollisonBox would be the rectangle around the platform, but im not
//sure how to check to see if player.Position is touching any point
//on platformSprite.CollisionBox
if(player.Position == platformSprite.CollisionBox)
{
player.mDirection = 0;
}
Again im pretty new to programming and XNA, and some of this logic i dont quite understand so any help on any of it would be greatly appreciated:D
Thanks
If player.Position is a Point and CollisionBox is a Rectangle, you could use
if (platformSprite.CollisionBox.Contains (player.Position))
I was playing around with something like this just a few days ago.
What you're calling a CollisionBox I called a BoundingBox. A BoundingBox is a Rectangle which represents the area occupied by the sprite.
You'll probably find it helpful to define a BoundingBox for your sprites instead of just using their position.
You can easily test for the collision of Rectangles using the following code:
if (player.BoundingBox.Intersects(platform.BoundingBox)
{
// handle collision here...
}
For this to work, make sure that the X and Y coordinates of your BoundingBox are correctly reflecting your sprite's position.
You may want to look at the Platformer Starter Kit. It includes this as well as detecting when the player is touching an enemy, collecting gems, etc.
The answer about BoundingBox is right, but IMHO it is easier to use Rectangle if you are making a 2D game rather than BoundingBox, wich is designed for a 3D one.
Anyway both objects have intersection / collision test methods that takes Vector2 or Point as parameter.
Now you have to have a box for your player, and a box for your platform. If one collide with the other, you have to check from where (the player can hit the platform from up, down, left, right, or maybe up & left on the left up corner).
If the player is on top of the platform, then just stop his fall, probably by setting his Y-speed component to 0.
Maybe you will need the player to go through the platform when jumping (player hit from bottom) but not when falling (player hit from top).