I'm building a top down shooter and so I have my camera above my player and the map. Here's the code I've written in the player controller script for movement:
public class playerMovement : MonoBehaviour {
public float speed;
private Camera mainCamera;
void Start () {
mainCamera = FindObjectOfType<Camera>();
}
// Update is called once per frame
void Update () {
// player movement
transform.Translate(speed * Input.GetAxis("Horizontal") * Time.deltaTime, 0f, speed * Input.GetAxis("Vertical") * Time.deltaTime);
// Camera Ray casting
Ray cameraRay = mainCamera.ScreenPointToRay(Input.mousePosition);
Plane groundPlane = new Plane(Vector3.up, Vector3.zero);
float rayLength;
if (groundPlane.Raycast(cameraRay, out rayLength)) {
Vector3 look = cameraRay.GetPoint(rayLength);
Debug.DrawLine(cameraRay.origin, look, Color.red);
transform.LookAt(new Vector3(look.x, transform.position.y, look.z));
}
}
}
I want to be able to move the player using the WASD keys and also rotate following the direction on where the mouse is, however I don't want the rotation of the player to change the direction of the keys, I need the player to move forwards if the W key is pressed no matter which way the player is facing.
However for some reason my code makes the player move forwards depending on which way it is facing which I don't want.
How can I fix this?
The problem is that your transform.Translate call is in "self" space. Forward, backward, left, right are all relative to the direction the transform is facing. That is why your player is moving relative to the facing direction.
If you want to translate relative to "global" or "world" space, you have to add an additional parameter.
// player movement
transform.Translate(speed * Input.GetAxis("Horizontal") * Time.deltaTime,
0f,
speed * Input.GetAxis("Vertical") * Time.deltaTime,
Space.World);
Note the Space.World parameter at the end, to set the world coordinate system.
You can find more in the Unity docs here: https://docs.unity3d.com/ScriptReference/Transform.Translate.html
You need to look at the difference between local and global coordinate systems.
Right now your WASD keys are moving the player character according to global coordinates, and you want the WASD movement to be dependant on the player's orientation so you need to use a local coordinate system.
http://wiki.unity3d.com/index.php?title=Converting_Between_Coordinate_Systems
Related
I'm relatively new to coding, having just started about a week ago, and I can't seem to figure out or find anything relating to look relative movement using a third person Cinemachine freelook camera.
What I'm trying to accomplish is a camera similar to Risk of Rain 2, or maybe Smite where you can orbit the player and look at the front of them while they're idle, but once you start moving the player rotates towards the direction the camera is looking, and stays facing that direction no matter how they're moving.
I have a basic scene set up with a Cinemachine freelook camera following a cube, but my problem is whenever I turn the camera then move, my character doesn't rotate and instead starts moving in the direction it's facing instead of where the camera's looking, then only starts rotating if I'm pressing a movement key, so the rotation gets disjointed from where the camera's looking, if that makes sense. I kind of frankensteined some code from Royal Skies' movement tutorial and someone else's rotation tutorial for a top-down game.
This is the code for a script applied to my player character;
public float speed = 4.5f;
public Vector3 deltaMove;
public float turnspeed = 500;
void Update()
{
deltaMove = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical")) * speed * Time.deltaTime; //movement code
transform.Translate(deltaMove);
float horizontal = Input.GetAxis("Mouse X");
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.D) == true) //if wasd pressed, rotate
{
transform.Rotate(horizontal * turnspeed * Vector3.up * Time.deltaTime, Space.World); //the rotation code
}
}
I'd be willing to do anything to be honest, I've been trying to figure this out for a bit now.
I'm pretty new to Unity. I tried to create a script that the camera would follow the actor (with a little difference). Is there a way to improve the code? It works just fine. But I wonder if I did it the best way. I want to do it about as I wrote, so if you have any tips. Thank you
Maybe change Update to FixedUpdate ?
public GameObject player;
// Start is called before the first frame update
void Start()
{
player = GameObject.Find("Cube"); // The player
}
// Update is called once per frame
void Update()
{
transform.position = new Vector3(player.transform.position.x, player.transform.position.y + 5, player.transform.position.z - 10);
}
Making the camera following the player is quite straight forward.
Add this script to your main camera.
Drag the reference of the player object to the script and then you are done.
You can change the values in the Vector 3 depending on how far you want the camera to be from the player.
using UnityEngine;
public class Follow_player : MonoBehaviour {
public Transform player;
// Update is called once per frame
void Update () {
transform.position = player.transform.position + new Vector3(0, 1, -5);
}
}
Follows player in the back constantly when the player rotates, no parenting needed, with smoothing.
Piece of Knowledges:
Apparently, Quaternion * Vector3 is going to rotate the point of the Vector3 around the origin of the Vector3 by the angle of the Quaternion
The Lerp method in Vector3 and Quaternion stand for linear interpolation, where the first parameter gets closer to the second parameter by the amount of third parameter each frame.
using UnityEngine;
public class CameraFollow : MonoBehaviour
{
public Transform target;
public float smoothSpeed = 0.125f;
public Vector3 locationOffset;
public Vector3 rotationOffset;
void FixedUpdate()
{
Vector3 desiredPosition = target.position + target.rotation * locationOffset;
Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed);
transform.position = smoothedPosition;
Quaternion desiredrotation = target.rotation * Quaternion.Euler(rotationOffset);
Quaternion smoothedrotation = Quaternion.Lerp(transform.rotation, desiredrotation, smoothSpeed);
transform.rotation = smoothedrotation;
}
}
This will always follow the player from the same direction, and if the player rotates it will still stay the same. This may be good for top-down or side-scrolling view, but the camera setup seems to be more fitting for 3rd person, in which case you'd want to rotate the camera when the player turns.
The easiest way to do this is actually not with code alone, simply make the camera a child of the player object, that way its position relative to the player will always stay the same!
If you do want to do it through code, you can change the code to be like this:
void Update()
{
Vector3 back = -player.transform.forward;
back.y = 0.5f; // this determines how high. Increase for higher view angle.
transform.position = player.transform.position - back * distance;
transform.forward = player.transform.position - transform.position;
}
You get the direction of the back of the player (opposite of transform's forward). Then you increase the height a little so the angle will be a bit from above like in your example. Last you set the camera's position to be the player's position and add the back direction multiplied by the distance. That will place the camera behind the player.
You also need to rotate the camera so it points at the player, and that's the last line - setting the camera's forward direction to point at the player.
Here is just another option. I always find it easier to have the variables which are populated in the inspector so you can adjust it and fine tune it as needed.
public GameObject player;
[SerializeField]
private float xAxis, yAxis, zAxis;
private void Update()
{
transform.position = new Vector3(player.transform.position.x + xAxis, player.transform.position.y + yAxis, player.transform.position.z + zAxis);
}
I have designed an attack method for a player that is full functional, however I am new to AI and have no idea as to where I would begin when it comes to adapting this into a state for an FSM.
protected void UpdateAttackState()
{
// check for input
float rot = transform.localEulerAngles.y + rotationSpeed * Time.deltaTime * Input.GetAxis("Horizontal");
Vector3 fwd = transform.forward * moveSpeed * Time.deltaTime * Input.GetAxis("Vertical");
// Tank Chassis is rigidbody, use MoveRotation and MovePosition
GetComponent<Rigidbody>().MoveRotation(Quaternion.AngleAxis(rot, Vector3.up));
GetComponent<Rigidbody>().MovePosition(_rigidbody.position + fwd);
if (turret) {
Plane playerPlane = new Plane(Vector3.up, transform.position + new Vector3(0, 0, 0));
// Generate a ray from the cursor position
Ray RayCast = Camera.main.ScreenPointToRay(Input.mousePosition);
// Determine the point where the cursor ray intersects the plane.
float HitDist = 0;
// If the ray is parallel to the plane, Raycast will return false.
if (playerPlane.Raycast(RayCast, out HitDist))
{
// Get the point along the ray that hits the calculated distance.
Vector3 RayHitPoint = RayCast.GetPoint(HitDist);
Quaternion targetRotation = Quaternion.LookRotation(RayHitPoint - transform.position);
turret.transform.rotation = Quaternion.Slerp(turret.transform.rotation, targetRotation, Time.deltaTime* turretRotSpeed);
}
}
if(Input.GetButton("Fire1"))
{
if (elapsedTime >= shootRate)
{
//Reset the time
elapsedTime = 0.0f;
//Also Instantiate over the PhotonNetwork
if ((bulletSpawnPoint) & (bullet))
Instantiate(bullet, bulletSpawnPoint.transform.position, bulletSpawnPoint.transform.rotation);
}
}
// Update the time
elapsedTime += Time.deltaTime;
}
This is completely dependent on how you want your state machine to work. An example of this would be the AI trying to seek and destroy other players.
Seeking State: AI would move around the map with a detection zone (collider) that would change state on trigger enter. This would then save a position of the detection's generalized location which would be used to move and rotate the AI tank towards that position.
Firing State: AI enters a new detection zone (collider) within firing range, turret will move to aim at target. AI will also move around the map to keep firing range at a maximum while also keeping track of the last known position of the enemy if they happen to go out of range.
Detecting Fire: Player or other AI fires their weapon this could increase the detection radius resulting in a seeking state being called.
After those functions are figured out, place a switch or something similar within the Update() to allow everything within the AI to run alongside Unity's functions.
Hope my title summarises my problem. I have a rocket on a 2d game that only moves horizontally across the screen. I want it to rotate towards the players finger (the direction of movement), but cannot find a way to rotate the object without rotating the whole axis it moves on. I simply need it to seem like it has turned, but it should keep moving along the x. How can I go about this?
void Start () {
//scoreT = GetComponent<TextMeshProUGUI> ();
gameSpeed = 1;
score = 0;
Rigidbody2D rb2d = GetComponent<Rigidbody2D> ();
}
// Update is called once per frame
void Update () {
float MoveHorizontal = Input.GetAxis ("Horizontal");
Vector2 Movement = new Vector2 (MoveHorizontal, 0.0f);
rb2d.rotation = Quaternion.Euler (0.0f, 0, 0f, rb2d.velocity.x * -tilt);
transform.Translate (MoveHorizontal * speed, 0, 0);
One thing you can do is to modify rigidbody.rotation of your rocket rocket to make it tilt, when it moves, to one direction or to another. For example:
float tilt - 0.3f;
//In case you prefer the rotation in another axis you just need to modify the position of the rigidbody.velocity.x * -tilt
rigidbody.rotation = Quaternion.Euler (0.0f, 0.0f, rigidbody.velocity.x * -tilt);
Since you didn't add any code I am not sure how you are moving your rocket, so I will post a generic code you will need to adapt depending on your own project:
public class PlayerController : MonoBehaviour
{
public float speed;
//The tild factor
public float tilt;
//The limit within the spaceship can move
public Boundary boundary;
void FixedUpdate ()
{
//You will need to capture the screen touchs of the user for the inputs
float moveHorizontal = Input.GetAxis ("Horizontal");
float moveVertical = Input.GetAxis ("Vertical");
//Applying the movement to the GameObject
Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
rigidbody.velocity = movement * speed;
//To ensure the GameObject doesnt move outside of the game boundary
rigidbody.position = new Vector3
(
Mathf.Clamp (rigidbody.position.x, boundary.xMin, boundary.xMax),
0.0f,
Mathf.Clamp (rigidbody.position.z, boundary.zMin, boundary.zMax)
);
//Here is where you apply the rotation
rigidbody.rotation = Quaternion.Euler (0.0f, 0.0f, rigidbody.velocity.x * -tilt);
}
}
As an aside, you are doing a space 2D game you may be interested in checking this tutorial:
https://unity3d.com/learn/tutorials/s/space-shooter-tutorial
What you want is to move your object in global/world space. As it seems the movement of your rocket is currently happening within local space. So when you rotate the rocket it's local coordinates are rotated as well. The world space coordinates are fixed and will never rotate when you change your rocket.
Here is another explanation at that.
You can also have a look at Transform.localPosition and Transform.position and see how your rocket behaves when using one or the other.
You could make the sprite/renderer a child of the GameObject that is your rocket.
Then you can freely rotate the sprite/renderer around without changing the rotation you move the parent GameObject.
This is a hacky solution but it achieves the desired result.
You must move your object relative to the world and rotate locally.
So use Transform.position to move your object and Transform.LocalRotation to rotate it.
Or you can put the part that must rotate as a children of the object that translate, and rotate the children.
i want the player to look into the direction, the camera is looking.
The camera follows the player (3rd person game style).
I've tried it with
transform.localRotation = new Quaternion(transform.localRotation.x,
cameraMain.transform.localRotation.y,
transform.localRotation.z,
transform.localRotation.w);
but it doesn't work.
Sometimes the player starts rotating the other direction.
the following code will make the object (specified in the parameter) face in the direction of where the main camera is looking:
public void lookInDirectionOfCamera(Transform object) {
RayCastHit hit;
if (Physics.raycast(cameraMain.transform.position, cameraMain.transform.forward, out hit)) {
object.forward = hit.point - object.position;
}else { //if the raycast didnt hit anything, make the object face 100 units in front of the camera
Vector3 point = Camera.main.transform.position + Camera.main.transform.forward * 100;
object.forward = point - object.position;
}
}
This will make the player face the point that is forward to the camera. If you just want them to have the same rotation in the y-axis don't use Quaternions!
Instead, you can just do it with Euler angles:
transform.eulerAngles = new Vector3(transform.eulerAngles.x,
cameraMain.transform.eulerAngles.y,
transform.eulerAngles.y);
The reason not to use transform.localRotation is because that is a Quaternion. The y component in a Quaternion is not the same as the y-axis in a Euler angle (what you are used to seeing), Quaternions are very confusing so you should almost never set individual values in them. If you want to edit them only use the built-in methods.
Get the direction the camera is looking with cameraMain.transform.forward, make a copy with a y value of zero, then use Quaternion.SetLookRotation to look in that direction with the global up direction.:
Vector3 cameraDirection = cameraMain.transform.forward;
Vector3 characterLookDirection = new Vector3(cameraDirection.x,
0f,
cameraDirection.z);
Quaternion newRotation = new Quaternion();
newRotation.SetLookRotation(characterLookDirection, Vector3.up);
transform.rotation = newRotation;