So i wanted to make the player to go somewhere but i don't want it to look like it's teleporting so i used Vector3.Slerp but the problem is it's not going to target it stops halfway.
Here is the code:
void Update()
{
if (Input.GetKeyDown("space"))
{
StartCoroutine(GoToTargetPos());
}
} IEnumerator GoToTargetPos()
{
Vector3 targetPos = transform.position + offset;
transform.position = Vector3.Slerp(transform.position, targetPos, Time.deltaTime * speed);
yield return new WaitForSeconds(0.75f);
isDone = true;
}
Sorry if my english is bad.
Quick answer, just to show it working...
IEnumerator GoToTargetPos()
{
Vector3 targetPos = transform.position + offset;
float timeElapsed = 0.0f;
float timeToMove = 0.75f; // Using this since that is how you are waiting...
while(timeElapsed < timeToMove)
{
timeElapsed += Time.deltaTime;
float ratio = Mathf.Clamp01(timeElapsed / timeToMove);
transform.position = Vector3.Slerp(transform.position, targetPos, ratio);
yield return null; // Return to this at the beginning of the next frame
}
isDone = true;
}
Using Slerp in a Coroutine is an bad idea I think...
As mentioned in the docs I would recommend using Slerp in the Update:
Try this:
public class Moving : MonoBehaviour {
public Vector3 offset;
public float offsetTime = 2.0f;
private float t = 0.0f;
private bool moveMe = false;
private Vector3 targetPos;
private Vector3 startPos;
// Use this for initialization
void Start () {
targetPos = transform.position + offset;
startPos = transform.position;
StopMoving();
}
public void StartMoving()
{
t = 0.0f;
moveMe = true;
}
private void StopMoving()
{
t = 0.0f;
moveMe = false;
}
// Update is called once per frame
void Update () {
if (moveMe)
{
t += Time.deltaTime / offsetTime;
if(t < 1.0f)
{
transform.position = Vector3.Slerp(startPos, targetPos, t);
}
else
{
StopMoving();
}
}
}
}
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.
Let me just preface my question by saying I'm quite new to unity and programming as a whole. However I've been experimenting with some movement and after adding my falling function I've run into some trouble. Sometimes if I press play in Unity the character will start jittering quite heavy, every frame it also jumps between isInAir and isGrounded (as well as isInteracting). This causes my player to shake heavily and jitter forward as well.
Sometimes the falling animation will happen but my character falls really slowly, sometimes the animation doesn't work. Does anyone know how I can fix this?
Here is my PlayerLocomotion, the everything falling related is mentioned under HandleFalling.
using System.Collections.Generic;
using UnityEngine;
namespace FS
{
public class PlayerLocomotion : MonoBehaviour
{
PlayerManager playerManager;
Transform cameraObject;
InputHandler inputHandler;
public Vector3 moveDirection;
[HideInInspector]
public Transform myTransform;
[HideInInspector]
public AnimatorHandler animatorHandler;
public new Rigidbody rigidbody;
public GameObject normalCamera;
[Header("Ground & Air Detection Stats")]
[SerializeField]
float groundDetectionRayStartPoint = 0.5f;
[SerializeField]
float minimumDistanceNeededToBeginFall = 1f;
[SerializeField]
float groundDirectionRayDistance = 0.2f;
LayerMask ignoreForGroundCheck;
public float inAirTimer;
[Header("Movement Stats")]
[SerializeField]
float movementSpeed = 5;
[SerializeField]
float sprintSpeed = 7;
[SerializeField]
float rotationSpeed = 10;
[SerializeField]
float fallingSpeed = 45;
void Start()
{
playerManager = GetComponent<PlayerManager>();
rigidbody = GetComponent<Rigidbody>();
inputHandler = GetComponent<InputHandler>();
animatorHandler = GetComponentInChildren<AnimatorHandler>();
cameraObject = Camera.main.transform;
myTransform = transform;
animatorHandler.Initialize();
playerManager.isGrounded = true;
ignoreForGroundCheck = ~(1 << 10);
}
#region Movement
Vector3 normalVector;
Vector3 targetPosition;
private void HandleRotation(float delta)
{
Vector3 targetDir = Vector3.zero;
float moveOverride = inputHandler.moveAmount;
targetDir = cameraObject.forward * inputHandler.vertical;
targetDir += cameraObject.right * inputHandler.horizontal;
targetDir.Normalize();
targetDir.y = 0;
if (targetDir == Vector3.zero) targetDir = myTransform.forward;
float rs = rotationSpeed;
Quaternion tr = Quaternion.LookRotation(targetDir);
Quaternion targetRotation =
Quaternion.Slerp(myTransform.rotation, tr, rs * delta);
myTransform.rotation = targetRotation;
}
public void HandleMovement(float delta)
{
if (inputHandler.rollFlag) return;
if (playerManager.isInteracting) return;
moveDirection = cameraObject.forward * inputHandler.vertical;
moveDirection += cameraObject.right * inputHandler.horizontal;
moveDirection.Normalize();
moveDirection.y = 0;
float speed = movementSpeed;
if (inputHandler.sprintFlag)
{
speed = sprintSpeed;
playerManager.isSprinting = true;
moveDirection *= speed;
}
else
{
moveDirection *= speed;
}
Vector3 projectedVelocity =
Vector3.ProjectOnPlane(moveDirection, normalVector);
rigidbody.velocity = projectedVelocity;
animatorHandler
.UpdateAnimatorValues(inputHandler.moveAmount,
0,
playerManager.isSprinting);
if (animatorHandler.canRotate)
{
HandleRotation (delta);
}
}
public void HandleRollingAndSprinting(float delta)
{
if (animatorHandler.anim.GetBool("isInteracting")) return;
if (inputHandler.rollFlag)
{
moveDirection = cameraObject.forward * inputHandler.vertical;
moveDirection += cameraObject.right * inputHandler.horizontal;
if (inputHandler.moveAmount > 0)
{
animatorHandler.PlayTargetAnimation("Rolling", true);
moveDirection.y = 0;
Quaternion rollRotation =
Quaternion.LookRotation(moveDirection);
myTransform.rotation = rollRotation;
}
else
{
animatorHandler.PlayTargetAnimation("Backstep", true);
}
}
}
public void HandleFalling(float delta, Vector3 moveDirection)
{
playerManager.isGrounded = false;
RaycastHit hit;
Vector3 origin = myTransform.position;
origin.y += groundDetectionRayStartPoint;
if (Physics.Raycast(origin, myTransform.forward, out hit, 0.4f))
{
moveDirection = Vector3.zero;
}
if (playerManager.isInAir)
{
rigidbody.AddForce(-Vector3.up * fallingSpeed);
rigidbody.AddForce(moveDirection * fallingSpeed / 5f);
}
Vector3 dir = -moveDirection;
dir.Normalize();
origin = origin + dir * groundDirectionRayDistance;
targetPosition = myTransform.position;
Debug
.DrawRay(origin,
-Vector3.up * minimumDistanceNeededToBeginFall,
Color.red,
0.1f,
false);
if (Physics.Raycast(origin, -Vector3.up, out hit, minimumDistanceNeededToBeginFall, ignoreForGroundCheck))
{
normalVector = hit.normal;
Vector3 tp = hit.point;
playerManager.isGrounded = true;
targetPosition.y = tp.y;
if (playerManager.isInAir)
{
if (inAirTimer > 0.5f)
{
Debug.Log("You were in the air for " + inAirTimer);
animatorHandler.PlayTargetAnimation("Land", true);
inAirTimer = 0;
}
else
{
animatorHandler
.PlayTargetAnimation("Empty", false);
inAirTimer = 0;
}
playerManager.isInAir = false;
}
else
{
if (playerManager.isGrounded)
{
playerManager.isGrounded = false;
}
if (playerManager.isInAir == false)
{
if (playerManager.isInteracting == false)
{
animatorHandler
.PlayTargetAnimation("Falling", true);
}
Vector3 vel = rigidbody.velocity;
vel.Normalize();
rigidbody.velocity = vel * (movementSpeed / 2);
playerManager.isInAir = true;
}
}
if (playerManager.isInteracting || inputHandler.moveAmount > 0)
{
myTransform.position = Vector3.Lerp(myTransform.position, targetPosition, Time.deltaTime / 0.1f);
}
else
{
myTransform.position = targetPosition;
}
}
}
#endregion
}
}
I'm really new to Unity 3d and I'm trying to make a respawn with my character. It seems that the answer is really easy but I cannot see why my code is not working. If this is a duplicate, let me know.
public Vector3 PointSpawn;
void Start()
{
PointSpawn = gameObject.transform.position;
}
void Update()
{
if (gameObject.transform.position.y < 10)
{
gameObject.transform.position = PointSpawn; // This doesn't work
// gameObject.transform.LookAt(PointSpawn); ---> This DOES work ok
}
}
Parallel Script
public float HorizontalMove;
public float VerticalMove;
private Vector3 playerInput;
public CharacterController player;
public float MoveSpeed;
private Vector3 movePlayer;
public float gravity = 9.8f;
public float fallVelocity;
public float JumpForce;
public bool DoubleJump = false;
public Camera mainCamera;
private Vector3 camForward;
private Vector3 camRight;
void Start()
{
player = GetComponent<CharacterController>();
}
void Update()
{
HorizontalMove = Input.GetAxis("Horizontal");
VerticalMove = Input.GetAxis("Vertical");
playerInput = new Vector3(HorizontalMove, 0, VerticalMove);
playerInput = Vector3.ClampMagnitude(playerInput, 1);
CamDirection();
movePlayer = playerInput.x * camRight + playerInput.z * camForward;
movePlayer = movePlayer * MoveSpeed;
player.transform.LookAt(player.transform.position + movePlayer);
setGravity();
PlayerSkills();
player.Move(movePlayer * Time.deltaTime );
}
void CamDirection()
{
camForward = mainCamera.transform.forward;
camRight = mainCamera.transform.right;
camForward.y = 0;
camRight.y = 0;
camForward = camForward.normalized;
camRight = camRight.normalized;
}
void PlayerSkills()
{
if (player.isGrounded && Input.GetButtonDown("Jump"))
{
fallVelocity = JumpForce;
movePlayer.y = fallVelocity;
DoubleJump = true;
}
else if (player.isGrounded == false && Input.GetButtonDown("Jump") && DoubleJump == true)
{
fallVelocity = JumpForce *2;
movePlayer.y = fallVelocity;
DoubleJump = false;
}
}
void setGravity()
{
if (player.isGrounded)
{
fallVelocity = -gravity * Time.deltaTime;
movePlayer.y = fallVelocity;
}
else
{
fallVelocity -= gravity * Time.deltaTime;
movePlayer.y = fallVelocity;
}
}
Thanks in advance!
Just so the answer to the question is not in the comments:
The original problem is that the assignment gameObject.transform.position = PointSpawn appeared to do nothing. As the line is written properly, the position of this gameObject, must have been getting overwritten elsewhere.
With the addition of OP's movement script, the position of the player was getting overwritten in the movement's Update function. As the other assignment was being done in Update, the call order was not guaranteed to work as intended. The fix is either to assure that the movement Update is run not the frame of the new position assignment or to move the conditional and the assignment to a function that always runs after Update regardless of script execution order, LateUpdate.
I can not get the position of the object takes 20 seconds to change from point A to B, because it moves faster than it should, but the message "Ready" does take 20 seconds to appear as it should.
What am I overlooking?
private bool canMove = true;
...
private IEnumerator SmoothMove() {
canMove = false;
Vector2 target = new Vector2(transform.position.x + 1.5f, transform.position.y);
float moveDurationTimer = 0.0f;
float moveDuration = 20f;
while (moveDurationTimer < moveDuration) {
moveDurationTimer += Time.deltaTime;
transform.position = Vector2.Lerp(transform.position, target, moveDurationTimer / moveDuration);
yield return null;
}
Debug.Log("Ready");
canMove = true;
}
I'm using a coroutine that I call from Update().
Edit:
When I said "I'm using a coroutine that I call from Update()", I had to have been more specific, sorry:
void Update() {
if (canMove && Input.GetKeyDown(KeyCode.RightArrow)) {
StartCoroutine(SmoothMove());
}
}
Your mistake is that Lerp interpolates between the two input values!
You always pass in the new current position so it now interpolates starting from a new start
transform.position = Vector2.Lerp(transform.position, target, moveDurationTimer / moveDuration);
What you rather want to do is store the initial position and use that one instead
private IEnumerator SmoothMove()
{
canMove = false;
// Store initial value
var startPos = transform.position;
Vector2 target = new Vector2(transform.position.x + 1.5f, transform.position.y);
float moveDurationTimer = 0.0f;
float moveDuration = 20f;
while (moveDurationTimer < moveDuration) {
moveDurationTimer += Time.deltaTime;
// Lerp using initial value!
transform.position = Vector2.Lerp(startPos, target, moveDurationTimer / moveDuration);
yield return null;
}
Debug.Log("Ready");
canMove = true;
}
Rather than starting your coroutine from Update, kick it off from Start.
using System.Collections;
using UnityEngine;
public class Traveler : MonoBehaviour
{
[SerializeField] private float _movementDuration = 2.0f;
[SerializeField] private Transform _wayPointOne = null;
[SerializeField] private Transform _wayPointTwo = null;
[SerializeField] private float _percentComplete = 0.0f;
private void Start()
{
StartCoroutine(Move());
}
private IEnumerator Move()
{
var startMoveTime = Time.time;
while (Time.time - startMoveTime < _movementDuration)
{
_percentComplete = (Time.time - startMoveTime) / _movementDuration;
transform.position = Vector3.Lerp(_wayPointOne.position, _wayPointTwo.position, _percentComplete);
yield return null;
}
transform.position = _wayPointTwo.transform.position;
}
}
Since you have a specific duration for the movement, you can use a while loop in the IEnumerator to lerp your transform.position in a predicatable way.
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,