I want to find out how to rotating image when it is hovered like this:
https://drive.google.com/open?id=14_fxL8snv71yTd3F80Z6CsPeLKUQoco0
https://i.stack.imgur.com/CJu9S.jpg
I tried a lot of different options, but it works wrong.
Coroutine lastRoutine = null;
public void OnPointerEnter(PointerEventData data)
{
lastRoutine = StartCoroutine(Test());
}
IEnumerator Test()
{
while (true)
{
Vector3 mousePos = Input.mousePosition;
mousePos.z = 0f;
Vector3 objectPos = Camera.main.WorldToScreenPoint(transform.position);
mousePos.x = objectPos.x - mousePos.x;
mousePos.y = objectPos.y - mousePos.y;
float angle = Mathf.Atan2(mousePos.y, mousePos.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.Euler(new Vector3(angle, angle, 0));
yield return null;
}
}
public void OnPointerExit(PointerEventData data)
{
StopCoroutine(lastRoutine);
}
So here is how I would approach what you are trying to do:
public class MouseEffect : MonoBehaviour
{
public float zOffset = -2f;
public Vector2 tolerance = Vector2.one;
Quaternion originalRotation;
private void OnMouseEnter()
{
// Storing the original rotation so we can reset to it when we aren't hovering anymore
originalRotation= transform.rotation;
}
private void OnMouseOver()
{
Vector3 localOffset = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
// Multiplying by a adjustable tolerance, this is just a matter of preference if you want more rotation on the xAxis/yAxis or not.
localOffset.x *= tolerance.x;
localOffset.y *= tolerance.y;
Vector3 worldOffset = transform.position + localOffset;
// Setting a zOffset it will be really weird to adjust the rotation to look at something on the same Z as it.
worldOffset.z = transform.position.z + zOffset;
// Transform.LookAt for simplicity sake.
transform.LookAt(worldOffset);
}
private void OnMouseExit()
{
// This can cause a bit of a twitching effect if you are right on the edge of the collider.
transform.rotation = originalRotation;
}
}
Related
I spent some time already and still cant figure it out by myself.
The problem is i can"t rotate character forward to move the way i pointing my camera.
To move camera i use cinemachine with Orbital Transposer and normal Composer.
My Movement script to let you know with what I work :
public class PlayerMovement : MonoBehaviour
{
public float m_Impulse = 1f;
public bool grounded = false;
public float groundCheckDistance;
private float bufferCheckDistance = 0.02f;
public float airMultiplier = 0.2f;
float horizontalInput;
float verticalInput;
public float groundDrag;
Rigidbody m_Rigidbody;
Vector3 moveDirection;
public float m_Speed = 5f;
public float m_runSpeed = 7f;
void Start()
{
m_Rigidbody = GetComponent<Rigidbody>();
m_Rigidbody.freezeRotation = true;
}
void FixedUpdate()
{
horizontalInput = Input.GetAxis("Horizontal");
verticalInput = Input.GetAxis("Vertical");
// calculate movement direction
moveDirection = orientation.forward * verticalInput + orientation.right * horizontalInput;
if (Input.GetKey(KeyCode.Space) & grounded)
{
m_Rigidbody.AddForce(Vector3.up * m_Impulse * 2);
}
if (Input.GetKey(KeyCode.LeftShift))
{
m_Rigidbody.AddForce(moveDirection * m_runSpeed, ForceMode.Force);
}
else
{
m_Rigidbody.AddForce(moveDirection * m_Speed, ForceMode.Force);
}
}
void Update()
{
groundCheckDistance = (GetComponent<CapsuleCollider>().height / 2) + bufferCheckDistance;
RaycastHit hit;
if (Physics.Raycast(transform.position, -transform.up, out hit, groundCheckDistance))
{
grounded = true;
}
else
{
grounded = false;
}
if (grounded)
{
m_Rigidbody.drag = groundDrag;
}
else if (!grounded)
{
moveDirection *= airMultiplier;
m_Rigidbody.drag = 2;
}
}
Hope you know how to make it works, Thank You in advance.
P.S. My camera script was left with Cursor.LockMode only cuz i messed something up rly bad and my camera was bugged.
I've made an orthographic camera that is moving by dragging a mouse but can't understand how to create a boundaries for it. It seems that I have to use Mathf.Clamp but can't find out how.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CamController : MonoBehaviour
{
public Transform cameraTransform;
public float movementSpeed;
public float movementTime;
public Vector3 newPosition;
public Vector3 dragStartPosition;
public Vector3 dragCurrentPosition;
public Camera cam;
public float maxZoom = 5;
public float minZoom = 20;
public float sensitivity = 1;
public float speed = 30;
float targetZoom;
public float minX = 100;
public float maxX = 120;
// Start is called before the first frame update
void Start()
{
newPosition = transform.position;
}
// Update is called once per frame
void Update()
{
HandleMouseInput();
HandleMovementInput();
{
targetZoom -= Input.mouseScrollDelta.y * sensitivity;
targetZoom = Mathf.Clamp(targetZoom, maxZoom, minZoom);
float newSize = Mathf.MoveTowards(cam.orthographicSize, targetZoom, speed * Time.deltaTime);
cam.orthographicSize = newSize;
}
}
void HandleMouseInput()
{
if (Input.GetMouseButtonDown(0))
{
Plane plane = new Plane(Vector3.up, Vector3.zero);
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
float entry;
if (plane.Raycast(ray, out entry))
{
dragStartPosition = ray.GetPoint(entry);
}
}
if (Input.GetMouseButton(0))
{
Plane plane = new Plane(Vector3.up, Vector3.zero);
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
float entry;
if (plane.Raycast(ray, out entry))
{
dragCurrentPosition = ray.GetPoint(entry);
newPosition = transform.position + dragStartPosition - dragCurrentPosition;
}
}
newPosition = Mathf.Clamp(minX, minX);
}
void HandleMovementInput()
{
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
{
newPosition += (transform.forward * movementSpeed);
}
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
{
newPosition += (transform.forward * -movementSpeed);
}
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
{
newPosition += (transform.right * movementSpeed);
}
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
{
newPosition += (transform.right * -movementSpeed);
}
transform.position = Vector3.Lerp(transform.position, newPosition, Time.deltaTime * movementTime);
}
}
newPosition = Mathf.Clamp(minX, minX);
You can't clamp with only two parameters .. you need a current, a min and a max value .. And you can't just convert a float which is what Mathf.Clamp returns into a Vector3 (3 floats)
I think what you meant was rather something like e.g.
newPosition.x = Mathf.Clamp(newPosition.x, minX, maxX);
However, right after that in HandleMovementInput you overwrite it anyway so you might want to change the moment when you are clamping and rather do it right before applying the new position.
I am trying to rotate a GameObject along z-axis using Joystick, but its rotating y-axis. I might missed some math calculation. Any Help??
Reference Image
void FixedUpdate()
{
// get input from joystick
// get input from joystick
rightJoystickInput = rightJoystick.GetInputDirection();
float xMovementRightJoystick = rightJoystickInput.x; // The horizontal movement from joystick 02
float zMovementRightJoystick = rightJoystickInput.y; // The vertical movement from joystick 02
// if there is only input from the right joystick
if (rightJoystickInput != Vector3.zero)
{
// calculate the player's direction based on angle
float tempAngle = Mathf.Atan2(zMovementRightJoystick, xMovementRightJoystick);
xMovementRightJoystick *= Mathf.Abs(Mathf.Cos(tempAngle));
zMovementRightJoystick *= Mathf.Abs(Mathf.Sin(tempAngle));
// rotate the player to face the direction of input
Vector3 temp = transform.position;
temp.x += xMovementRightJoystick;
temp.z += zMovementRightJoystick;
Vector3 lookDirection = temp - transform.position;
if (lookDirection != Vector3.zero)
{
rotationTarget.localRotation = Quaternion.Slerp(rotationTarget.localRotation, Quaternion.LookRotation(lookDirection) * Quaternion.Euler(0, 45f, 0), rotationSpeed * Time.deltaTime);
}
}
}
You don't need most of the code in your question and this is really simple.
1.Find the angle with Mathf.Atan2 then multiple it with Mathf.Rad2Deg.
2.Use Quaternion.Euler(new Vector3(0, 0, angle)) to get the rotation then apply it to the Object.
This should be one in the Update function not FixedUpdate because FixedUpdate is used to move Rigidbody Objects.
public Transform rotationTarget;
public bool flipRot = true;
void Update()
{
rightJoystickInput = rightJoystick.GetInputDirection();
float horizontal = rightJoystickInput.x;
float vertical = rightJoystickInput.y;
float angle = Mathf.Atan2(horizontal, vertical) * Mathf.Rad2Deg;
angle = flipRot ? -angle : angle;
rotationTarget.rotation = Quaternion.Euler(new Vector3(0, 0, angle));
}
If using Rigidbody2D then use Rigidbody2D.MoveRotation in the FixedUpdate function. The rest of the code stays the-same.
public Rigidbody2D rg2d;
public bool flipRot = true;
void FixedUpdate()
{
rightJoystickInput = rightJoystick.GetInputDirection();
float horizontal = rightJoystickInput.x;
float vertical = rightJoystickInput.y;
float angle = Mathf.Atan2(horizontal, vertical) * Mathf.Rad2Deg;
angle = flipRot ? -angle : angle;
rg2d.MoveRotation(angle);
}
EDIT:
But only the problem is when i leave joystick its rotation is setting
to 0 instantly which looks too odd. How can i fix it?
You have to detect when you release the joystick in OnPointerUp then slowly lerp the joystick thump back to the Zero position. You also have to lerp the current target object angle to zero or to its default value and this should be done in a coroutine function. When OnPointerDown is called, stop the current coroutine function. Prevent the code in FixedUpdate from running when finger is released so that it won't interfere with the coroutine function.
For the sake of completeness, below is the combination of a Joystick code and the Rigidbody answer above:
public class VirtualJoystickController : MonoBehaviour,
IDragHandler, IPointerUpHandler, IPointerDownHandler
{
private Image bgImg;
private Image joystickImg;
public float mas_distance = 7f;
void Start()
{
bgImg = GameObject.Find("JoystickBGImage").GetComponent<Image>(); // the joysticks background
joystickImg = GameObject.Find("Joystickthumb").GetComponent<Image>(); // the joystick object to use
}
private Vector3 _inputDirection = Vector3.zero;
//the movementDirection
public Vector3 joystickInputDirection
{
set
{
//Change only if value is different from old one
if (_inputDirection != value)
{
_inputDirection = value;
Debug.Log("Dir: " + _inputDirection);
}
}
get
{
return _inputDirection;
}
}
public void OnDrag(PointerEventData eventData)
{
dragJoyStick(eventData);
}
void dragJoyStick(PointerEventData eventData)
{
Vector3 tempDir = Vector3.zero;
Vector2 pos = Vector2.zero;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle
(bgImg.rectTransform,
eventData.position,
eventData.pressEventCamera,
out pos))
{
pos.x = (pos.x / bgImg.rectTransform.sizeDelta.x);
pos.y = (pos.y / bgImg.rectTransform.sizeDelta.y);
float x = (bgImg.rectTransform.pivot.x == 1) ? pos.x * 2 + 1 : pos.x * 2 - 1;
float y = (bgImg.rectTransform.pivot.y == 1) ? pos.y * 2 + 1 : pos.y * 2 - 1;
tempDir = new Vector3(x, y, 0);
if (tempDir.magnitude > 1)
{
tempDir = tempDir.normalized;
}
joystickImg.rectTransform.anchoredPosition = new Vector3(
tempDir.x * (bgImg.rectTransform.sizeDelta.x / mas_distance),
tempDir.y * (bgImg.rectTransform.sizeDelta.y / mas_distance));
joystickInputDirection = tempDir;
}
}
public void OnPointerDown(PointerEventData eventData)
{
released = false;
//Stop current coroutine
if (retCoroutine != null)
StopCoroutine(retCoroutine);
if (eventData.pointerCurrentRaycast.gameObject == bgImg.gameObject ||
eventData.pointerCurrentRaycast.gameObject == joystickImg.gameObject)
{
OnDrag(eventData);
}
}
public void OnPointerUp(PointerEventData eventData)
{
released = true;
//Stop current coroutine then start a new one
if (retCoroutine != null)
StopCoroutine(retCoroutine);
retCoroutine = StartCoroutine(SlowReturn(returnTime));
}
IEnumerator SlowReturn(float duration)
{
RectTransform thumbstickTransform = joystickImg.rectTransform;
Vector3 toPosition = Vector3.zero;
float counter = 0;
//Get the current position of the object to be moved
Vector2 currentThumb = thumbstickTransform.anchoredPosition;
while (counter < duration)
{
counter += Time.deltaTime;
//Slowly returns thumbstick
Vector2 tempThumbStickVal = Vector2.Lerp(currentThumb, toPosition, counter / duration);
joystickInputDirection = tempThumbStickVal;
thumbstickTransform.anchoredPosition = tempThumbStickVal;
//Slowly returns the target Object to original pos
float tempTargetObjAngle = Mathf.Lerp(angle, originalAngle, counter / duration);
rg2d.MoveRotation(tempTargetObjAngle);
yield return null;
}
}
public float returnTime = 1.0f;
public Rigidbody2D rg2d;
public bool flipRot = true;
const float originalAngle = 0;
bool released = true;
float angle;
Coroutine retCoroutine;
void FixedUpdate()
{
if (released)
return;
float horizontal = joystickInputDirection.x;
float vertical = joystickInputDirection.y;
angle = Mathf.Atan2(horizontal, vertical) * Mathf.Rad2Deg;
angle = flipRot ? -angle : angle;
rg2d.MoveRotation(angle);
}
}
your function calculates a point where you want to look at:
Vector3 temp = transform.position;
temp.x += xMovementRightJoystick;
temp.z += zMovementRightJoystick;
Vector3 lookDirection = temp - transform.position;
this point is on the XZ plane, that is why the car rotates on Y axis
if you want to rotate on Z axis, calculate a point on XY plane like this:
Vector3 temp = transform.position;
temp.x += xMovementRightJoystick;
temp.y += zMovementRightJoystick;
Vector3 lookDirection = temp - transform.position;
PS: i don't know why you multiply with Quaternion.Euler(0, 45f, 0) - that is a constant angle on Y axis, it just means that each lookDirection will be rotated for 45 degrees - i would have to see your scene to know why you need this...
I have a problem that I can not solve. I have an object, and I want when I click somewhere near him to move with some force. something like the picture below.
I'd even want some idea!!!
Help!!!
public float speed;
public GameObject player;
Vector3 target;
private void Update()
{
if (Input.GetMouseButtonDown(0))
{
var mouseClick = Input.mousePosition;
mouseClick.z = player.transform.position.z - Camera.main.transform.position.z;
target = Camera.main.ScreenToWorldPoint(mouseClick);
var distanceToTarget = Vector3.Distance(player.transform.position, target);
if (distanceToTarget > 2)
{
target.z = 0;
player.GetComponent<Rigidbody2D>().AddForce(target * speed);
}
else
print("travelling COMPLETE");
}
}
Using the code you provided in your answer...
public float speed;
public GameObject player;
Vector3 directionVector;
private void Update()
{
if (Input.GetMouseButtonDown(0))
{
// Input.mousePosition is already in pixel coordinates so the z should already be 0.
Vector3 mouseWorldPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
// Now that the mouse is a world position lets set his z to the same as the player
mouseWorldPosition.z = player.transform.position.z;
// Gives us a direction from the mouse to the player. So think of it as Player <- Mouse remove the < and you have the equation
directionVector = player.transform.position - mouseWorldPosition;
}
else
{
directionVector = Vector3.zero;
}
}
// Physics based movement should be done in FixedUpdate
private void FixedUpdate()
{
player.GetComponent<Rigidbody2D>().AddForce(directionVector.normalized * speed);
}
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,