I'm using 2D colliers in my game, and I want to use a perspective camera also. I have a raycast working in orthographic that draws a line from the player to a clicked point. It, of course, breaks when I change the camera to perspective.
I've been trying to get it to work in 2D, but without success.
I'm trying to cast a ray from the player character in the direction of the mouse position on screen, and returning the first hit 2D collider.
This is what I have so far which doesn't work. I appreciate some help.
void RaycastToCollider()
{
Ray ray = new Ray();
ray.direction = Camera.main.ScreenToViewportPoint(Input.mousePosition) - transform.position;
ray.origin = transform.position;
RaycastHit2D hit = Physics2D.GetRayIntersection(ray, Mathf.Infinity);
if (hit.collider != null)
{
Debug.DrawLine(ray.origin, hit.point);
}
}
Why ScreenToViewportPoint? This only returns a pixel position (e.g. 356 x 847) into normalized viewport coordinates that move in range 0 to 1 (e.g. 0,07 * 0,26)
Since it is purely about the direction you want to get you could go the other way round via the screen.
Also not sure but I would simply use a Raycast instead of GetRayIntersection
void RaycastToCollider()
{
// already is in screen space anyway
var mouseScreenPos = Input.mousePosition;
var transformPos = transform.position;
var transformScreenPos = Camera.main.WorldToScreenPoint(transformPos);
var direction = (Vector2)mouseScreenPos - (Vector2)transformScreenPos;
var ray = new Ray(transformPos, direction);
var hit = Physics2D.Raycast(transformPos, direction, Mathf.Infinity);
if (hit.collider != null)
{
Debug.DrawLine(ray.origin, hit.point);
}
}
I try to make a Drag and Drop function in Unity3D.
How it should work:
I have an Object on a ground and i want to be able to just drag it around the ground.
I only want to change the x and the z position.
Sadly no Tutorial could help me out with this problem.
I tried raycasting and it worked to 'select' the Object but i could not change the position.
I managed to write a script to show me the mouse position in world Space but it isnt working really.
Can someone help me out with this and explain me how the code works?
What steps do i need to do so it works?
You can use raycast here and use the hit point as you position when dragging.
void MoveObject()
{
RaycastHit hit;
float movetarget;
//startPoint = hit.point;
ray = GetComponent<Camera> ().ScreenPointToRay(Input.mousePosition);
Debug.DrawRay(ray.origin, ray.direction * 100, Color.yellow);
if (Physics.Raycast(ray, out hit))
{
movetarget = hit.distance;
if (activated == false)
{
wall = Instantiate(prefab, hit.point, prefab.transform.rotation);
activated = true;
}
startPoint = hit.point;
}
wall.transform.position = hit.point;
}
after turn the main UI framework to NGUI, we found that We couldn't hit object with collider anymore with following code which was working fine we not using NGUI:
private void checkRayCast()
{
if ((Input.GetMouseButtonDown(0)))
{
Debug.Log("shoot ray!!!");
Vector2 point = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit2;
if (Physics.Raycast(ray, out hit2, 100))
{
//this should hit a 3d collider
Debug.Log("we may hit something");
Debug.Log(hit2.collider.gameObject.tag);
}
RaycastHit2D[] hits = Physics2D.RaycastAll(point, Vector2.zero, 0f);
if (hits.Length != 0)
{
//this should all 2d collider
Debug.Log(" ohh, we hit something");
}
else
{
Debug.Log("you hit nothing john snow!!!");
}
//if (hit.transform.gameObject.GetComponent<Rigidbody2D>() != null)
//{
//}
}
}
And we found that we could not hit a 2d collider or 3d collider anymore
Here is the target object's inspector:
EDIT
After following #programmer 's advice and resize the collider to a very big one, hit was detected(thanks, #programmer)
But the collider was changed to so big that it not event make scene. And We should find how big this should be now.
before resizing the collider in the scene
note the green border which indicts the collider size made scene
here is the one that the collider works, but should be unreasonably large:
After digging around And I have figured this out:
The trick is we should use UICamera.currentCamera instead of Camera.main to shoot the ray when we using NGUI.
If we click here in the game view to shoot the ray:
And If we add a line like:
Debug.DrawLine(ray.origin, ray.origin + ray.direction * 100, Color.red, 2, true);
After
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
We should see the actual ray in the scene in a 3d mode:
Note the red line which represents the ray and It could not shoot at the desired position since Camera.main have a different scale.
But if we change the carmera to UICamera to shoot the ray, We could shoot the ray that was desired.
Ray ray = UICamera.currentCamera.ScreenPointToRay(Input.mousePosition);
Hope this could help guys meet with the same pit.
im trying to zoom my player, my player is a ball and it is attached to the camera, basicly i already implemented the zoom code, but somehow it is not zooming the ball correctly when i zoom in the game the ball dissapears, i want to zoom the object and not the camera itself, how can i do that?
this is whast i tried
void LateUpdate ()
{
if(Time.timeScale != 0){
if(Input.GetKey(KeyCode.X)){
isZoomed = true;
}else if(Input.GetKey(KeyCode.C)){
isZoomed = false;
}
if(isZoomed == true){
camera.fieldOfView = Mathf.Lerp(camera.fieldOfView,zoom,Time.deltaTime*smooth);
}
else{
camera.fieldOfView = Mathf.Lerp(camera.fieldOfView,normal,Time.deltaTime*smooth);
}
}
}
Vector3 moveDirection = Camera.main.transform.TransformDirection (Vector3.forward);
Camera.main.transform.Translate (moveDirection * zoomSpeed * moveDirection);
Could be a possible solution. What it does is moving the camera closer to the player. But then you should "unattach" the camera from the player. If you want to move away from the player AKA Zoom out, you can do -moveDirection instead.
I am new to Unity and I am trying to figure out how to move the camera over a map/terrain using touch input. The camera would be looking down at the terrain with a rotation of (90,0,0). The terrain is on layer 8. I have had no problem getting it moving with keyboard, now I am trying to move to touch and it is very different if you want to keep expected usage on iOS.
The best example I can think of on a built in iOS app is Maps where the user would touch the screen and that point on the map would stay under the finger as long as the finger stayed on the screen. So as the user moves their finger the map appears to be moving with the finger. I have not been able to find examples that show how to do it this way. I have seen may examples of moving the camera or character with the mouse but they don't seem to translate well to this style.
Also posted on Unity3D Answers:
http://answers.unity3d.com/questions/283159/move-camera-over-terrain-using-touch-input.html
Below should be what you need. Note that it's tricky to get a 1 to 1 correspondence between finger/cursor and the terrain when using a perspective camera. If you change your camera to orthographic, the script below should give you a perfect map between finger/cursor position and map movement. With perspective you'll notice a slight offset.
You could also do this with ray tracing but I've found that route to be sloppy and not as intuitive.
Camera settings for testing (values are pulled from the inspector so apply them there):
Position: 0,20,0
Orientation: 90,0,0
Projection: Perspective/Orthographic
using UnityEngine;
using System.Collections;
public class ViewDrag : MonoBehaviour {
Vector3 hit_position = Vector3.zero;
Vector3 current_position = Vector3.zero;
Vector3 camera_position = Vector3.zero;
float z = 0.0f;
// Use this for initialization
void Start () {
}
void Update(){
if(Input.GetMouseButtonDown(0)){
hit_position = Input.mousePosition;
camera_position = transform.position;
}
if(Input.GetMouseButton(0)){
current_position = Input.mousePosition;
LeftMouseDrag();
}
}
void LeftMouseDrag(){
// From the Unity3D docs: "The z position is in world units from the camera." In my case I'm using the y-axis as height
// with my camera facing back down the y-axis. You can ignore this when the camera is orthograhic.
current_position.z = hit_position.z = camera_position.y;
// Get direction of movement. (Note: Don't normalize, the magnitude of change is going to be Vector3.Distance(current_position-hit_position)
// anyways.
Vector3 direction = Camera.main.ScreenToWorldPoint(current_position) - Camera.main.ScreenToWorldPoint(hit_position);
// Invert direction to that terrain appears to move with the mouse.
direction = direction * -1;
Vector3 position = camera_position + direction;
transform.position = position;
}
}
I've come up with this script (I have appended it to the camera):
private Vector2 worldStartPoint;
void Update () {
// only work with one touch
if (Input.touchCount == 1) {
Touch currentTouch = Input.GetTouch(0);
if (currentTouch.phase == TouchPhase.Began) {
this.worldStartPoint = this.getWorldPoint(currentTouch.position);
}
if (currentTouch.phase == TouchPhase.Moved) {
Vector2 worldDelta = this.getWorldPoint(currentTouch.position) - this.worldStartPoint;
Camera.main.transform.Translate(
-worldDelta.x,
-worldDelta.y,
0
);
}
}
}
// convert screen point to world point
private Vector2 getWorldPoint (Vector2 screenPoint) {
RaycastHit hit;
Physics.Raycast(Camera.main.ScreenPointToRay(screenPoint), out hit);
return hit.point;
}
Pavel's answer helped me a lot, so wanted to share my solution with the community in case it helps others. My scenario is a 3D world with an orthographic camera. A top-down style RTS I am working on. I want pan and zoom to work like Google Maps, where the mouse always stays at the same spot on the map when you pan and zoom. This script achieves this for me, and hopefully is robust enough to work for others' needs. I haven't tested it a ton, but I commented the heck out of it for beginners to learn from.
using UnityEngine;
// I usually attach this to my main camera, but in theory you can attach it to any object in scene, since it uses Camera.main instead of "this".
public class CameraMovement : MonoBehaviour
{
private Vector3 MouseDownPosition;
void Update()
{
// If mouse wheel scrolled vertically, apply zoom...
// TODO: Add pinch to zoom support (touch input)
if (Input.mouseScrollDelta.y != 0)
{
// Save location of mouse prior to zoom
var preZoomPosition = getWorldPoint(Input.mousePosition);
// Apply zoom (might want to multiply Input.mouseScrollDelta.y by some speed factor if you want faster/slower zooming
Camera.main.orthographicSize = Mathf.Clamp(Camera.main.orthographicSize + Input.mouseScrollDelta.y, 5, 80);
// How much did mouse move when we zoomed?
var delta = getWorldPoint(Input.mousePosition) - preZoomPosition;
// Rotate camera to top-down (right angle = 90) before applying adjustment (otherwise we get "slide" in direction of camera angle).
// TODO: If we allow camera to rotate on other axis we probably need to adjust that also. At any rate, you want camera pointing "straight down" for this part to work.
var rot = Camera.main.transform.localEulerAngles;
Camera.main.transform.localEulerAngles = new Vector3(90, rot.y, rot.z);
// Move the camera by the amount mouse moved, so that mouse is back in same position now.
Camera.main.transform.Translate(delta.x, delta.z, 0);
// Restore camera rotation
Camera.main.transform.localEulerAngles = rot;
}
// When mouse is first pressed, just save location of mouse/finger.
if (Input.GetMouseButtonDown(0))
{
MouseDownPosition = getWorldPoint(Input.mousePosition);
}
// While mouse button/finger is down...
if (Input.GetMouseButton(0))
{
// Total distance finger/mouse has moved while button is down
var delta = getWorldPoint(Input.mousePosition) - MouseDownPosition;
// Adjust camera by distance moved, so mouse/finger stays at exact location (in world, since we are using getWorldPoint for everything).
Camera.main.transform.Translate(delta.x, delta.z, 0);
}
}
// This works by casting a ray. For this to work well, this ray should always hit your "ground". Setup ignore layers if you need to ignore other colliders.
// Only tested this with a simple box collider as ground (just one flat ground).
private Vector3 getWorldPoint(Vector2 screenPoint)
{
RaycastHit hit;
Physics.Raycast(Camera.main.ScreenPointToRay(screenPoint), out hit);
return hit.point;
}
}
Based on the answer from Pavel, I simplified the script and removed the unlovely "jump" when touch with more then one finger and release the second finger:
private bool moreThenOneTouch = false;
private Vector3 worldStartPoint;
void Update() {
Touch currentTouch;
// only work with one touch
if (Input.touchCount == 1 && !moreThenOneTouch) {
currentTouch = Input.GetTouch(0);
if (currentTouch.phase == TouchPhase.Began) {
this.worldStartPoint = Camera.main.ScreenToWorldPoint(currentTouch.position);
}
if (currentTouch.phase == TouchPhase.Moved) {
Vector3 worldDelta = Camera.main.ScreenToWorldPoint(currentTouch.position) - this.worldStartPoint;
Camera.main.transform.Translate(
-worldDelta.x,
-worldDelta.y,
0
);
}
}
if (Input.touchCount > 1) {
moreThenOneTouch = true;
} else {
moreThenOneTouch = false;
if(Input.touchCount == 1)
this.worldStartPoint = Camera.main.ScreenToWorldPoint(Input.GetTouch(0).position);
}
}
using UnityEngine;
// I usually attach this to my main camera, but in theory you can attach it to any object in scene, since it uses Camera.main instead of "this".
public class CameraMovement : MonoBehaviour
{
private Vector3 MouseDownPosition;
void Update()
{
// If mouse wheel scrolled vertically, apply zoom...
// TODO: Add pinch to zoom support (touch input)
if (Input.mouseScrollDelta.y != 0)
{
// Save location of mouse prior to zoom
var preZoomPosition = getWorldPoint(Input.mousePosition);
// Apply zoom (might want to multiply Input.mouseScrollDelta.y by some speed factor if you want faster/slower zooming
Camera.main.orthographicSize = Mathf.Clamp(Camera.main.orthographicSize + Input.mouseScrollDelta.y, 5, 80);
// How much did mouse move when we zoomed?
var delta = getWorldPoint(Input.mousePosition) - preZoomPosition;
// Rotate camera to top-down (right angle = 90) before applying adjustment (otherwise we get "slide" in direction of camera angle).
// TODO: If we allow camera to rotate on other axis we probably need to adjust that also. At any rate, you want camera pointing "straight down" for this part to work.
var rot = Camera.main.transform.localEulerAngles;
Camera.main.transform.localEulerAngles = new Vector3(90, rot.y, rot.z);
// Move the camera by the amount mouse moved, so that mouse is back in same position now.
Camera.main.transform.Translate(delta.x, delta.z, 0);
// Restore camera rotation
Camera.main.transform.localEulerAngles = rot;
}
// When mouse is first pressed, just save location of mouse/finger.
if (Input.GetMouseButtonDown(0))
{
MouseDownPosition = getWorldPoint(Input.mousePosition);
}
// While mouse button/finger is down...
if (Input.GetMouseButton(0))
{
// Total distance finger/mouse has moved while button is down
var delta = getWorldPoint(Input.mousePosition) - MouseDownPosition;
// Adjust camera by distance moved, so mouse/finger stays at exact location (in world, since we are using getWorldPoint for everything).
Camera.main.transform.Translate(delta.x, delta.z, 0);
}
}
// This works by casting a ray. For this to work well, this ray should always hit your "ground". Setup ignore layers if you need to ignore other colliders.
// Only tested this with a simple box collider as ground (just one flat ground).
private Vector3 getWorldPoint(Vector2 screenPoint)
{
RaycastHit hit;
Physics.Raycast(Camera.main.ScreenPointToRay(screenPoint), out hit);
return hit.point;
}
}