Rotating Rigidbody controller - c#

There is my script Rigidbody controller -
public float Speed = 5f;
public float JumpHeight = 2f;
public float GroundDistance = 0.2f;
public float DashDistance = 5f;
public LayerMask Ground;
private Rigidbody _body;
private Vector3 _inputs = Vector3.zero;
private bool _isGrounded = true;
private Transform _groundChecker;
void Start()
{
_body = GetComponent<Rigidbody>();
_groundChecker = transform.GetChild(0);
}
void Update()
{
_isGrounded = Physics.CheckSphere(_groundChecker.position, GroundDistance, Ground, QueryTriggerInteraction.Ignore);
_inputs = Vector3.zero;
_inputs.x = Input.GetAxis("Horizontal");
_inputs.z = Input.GetAxis("Vertical");
if (_inputs != Vector3.zero)
transform.forward = _inputs;
if (Input.GetButtonDown("Jump") && _isGrounded)
{
_body.AddForce(Vector3.up * Mathf.Sqrt(JumpHeight * -2f * Physics.gravity.y), ForceMode.VelocityChange);
}
if (Input.GetButtonDown("Sprint"))
{
Vector3 dashVelocity = Vector3.Scale(transform.forward, DashDistance * new Vector3((Mathf.Log(1f / (Time.deltaTime * _body.drag + 1)) / -Time.deltaTime), 0, (Mathf.Log(1f / (Time.deltaTime * _body.drag + 1)) / -Time.deltaTime)));
_body.AddForce(dashVelocity, ForceMode.VelocityChange);
}
}
void FixedUpdate()
{
_body.MovePosition(_body.position + _inputs * Speed * Time.fixedDeltaTime);
}
What the best way to make a turn on y in the direction of the camera ? That is,the player turns to the side where the mouse is turned? Is it in fixedUpdate or update?
This is the camera script:
public float Smoothness = 0.3F;
public Vector2 Sensitivity = new Vector2(4, 4);
public Vector2 LimitX = new Vector2(-70, 80);
private Vector2 NewCoord;
public Vector2 CurrentCoord;
private Vector2 vel;
public GameManager GameMangerS;
public Transform Target;
public float TransformSpeed;
public Animator CameraAnimator;
void Update()
{
NewCoord.x = Mathf.Clamp(NewCoord.x, LimitX.x, LimitX.y);
NewCoord.x -= Input.GetAxis("Mouse Y") * Sensitivity.x;
NewCoord.y += Input.GetAxis("Mouse X") * Sensitivity.y;
CurrentCoord.x = Mathf.SmoothDamp(CurrentCoord.x, NewCoord.x, ref vel.x, Smoothness / 2);
CurrentCoord.y = Mathf.SmoothDamp(CurrentCoord.y, NewCoord.y, ref vel.y, Smoothness / 2);
transform.rotation = Quaternion.Euler(CurrentCoord.x, CurrentCoord.y, 0);
}
And added this line to the controller script -
void FixedUpdate()
{
_body.MovePosition(_body.position + _inputs * Speed * Time.fixedDeltaTime);
transform.rotation = Quaternion.Euler(0, MainCamera.CurrentCoord.y, 0);
}
When I'm standing the player normally rotates, but when I start to move, all rotations are reset and the player is not moving.

Update
Simple Rotation can be achieved using transform.Rotate().
Example:
this.transform.Rotate(Vector3.up, 30);
This example is gonna rotate the transform by 30° around the Vector that points upwards.
LookAtMouse:
To make your object turn towards the mouse, you need the ScreenToWorldSpace() method from your camera. In order to convert the ScreenCoordinates into your WorldCoordinates.
Example:
Please note:
You have to set the camera instance! If you don't add that, you'll get a NullReferenceException.
This Snippets shall only show the steps needed to achieve the behavior you wish.
You will have to find out yourself how to integrate that lines of code into your code to make it work. Consider what Programmer told you in the comment when integrating that.
Vector3 mousePosition = Input.mousePosition; //get the screenSpaceMousePosition
Vector3 worldPosition = this.camera.ScreenToWorldPoint(mousePosition); //convert it into worldSpacePosition
Vector3 calculatedDirection = worldPosition - transform.position; //calucate the looking direction
calculatedDirection.y = 0;
Quaternion rotation = Quaternion.LookRotation(calculatedDirection);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime);

Related

How do I make it so that the Rotation of the player object does not affect the Input.GetAxisRaw("Horizonatal")?

In my code, when I change the rotation of the player object, the Input.GetAxisRaw("Horizontal") also follows that rotation and messes the whole player controller up. How do I make it so that the Input.GetAxis is permanent and stays in place? The whole rotation is being done in the if statement of if Input.GetKey("a").
using UnityEngine;
public class JUSTMOVE : MonoBehaviour
{
public float speed = 7f;
Vector3 moveDirection;
public Rigidbody rb;
float horizontalMovement;
float verticalMovement;
public float movementMultiplier = 10f;
bool grounded;
public float groundDrag = 6;
public LayerMask whatIsGround;
public float airMultiplier = 3f;
public float playerHeight = 2f;
public float jumpForce = 5f;
void FixedUpdate()
{
grounded = Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f + 0.2f, whatIsGround);
horizontalMovement = Input.GetAxisRaw("Horizontal");
if (grounded)
rb.drag = groundDrag;
else
rb.drag = 0;
moveDirection = transform.forward * verticalMovement + transform.right * horizontalMovement;
if(grounded)
{
rb.AddForce(moveDirection.normalized * speed * movementMultiplier, ForceMode.Force);
} else if(!grounded)
{
rb.AddForce(moveDirection.normalized * speed * movementMultiplier * airMultiplier, ForceMode.Force);
}
if(Input.GetKey("a"))
{
transform.localRotation = Quaternion.Euler(0,270,0);
}
Vector3 flatVel = new Vector3(rb.velocity.x, 0f,rb.velocity.z);
if(flatVel.magnitude > speed)
{
Vector3 limitedVel = flatVel.normalized * speed;
rb.velocity = new Vector3(limitedVel.x, rb.velocity.y, limitedVel.z);
}
if(Input.GetKey("w") && grounded)
{
rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
rb.AddForce(transform.up * jumpForce, ForceMode.Impulse);
}
}
}
If I get it right, you want a top/down controller instead of a first/third person controller ?
If so, you need to move align the camera rotation instead of you character rotation.
Replace this :
moveDirection = transform.forward * verticalMovement + transform.right * horizontalMovement;
By this :
moveDirection = Camera.main.transform.forward * verticalMovement + Camera.main.transform.right * horizontalMovement;

Unity 3d movement not working with Camera direction

I have two scripts one is the MouseHandler and the other is the SimpleMovement. rotating the camera works and moving works however when the camera turns the movement doesn't go in that direction. E.G i turn the camera 90 degrees to the right but the forward doesn't change. The forward doesn't go to where the camera is facing. Sorry if i'm just being stupid. Any help would be appreciated
MouseHandler script:
public class MouseHandler : MonoBehaviour
{
// horizontal rotation speed
public float horizontalSpeed = 1f;
// vertical rotation speed
public float verticalSpeed = 1f;
private float xRotation = 0.0f;
private float yRotation = 0.0f;
private Camera cam;
void Start()
{
cam = Camera.main;
}
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * horizontalSpeed;
float mouseY = Input.GetAxis("Mouse Y") * verticalSpeed;
yRotation += mouseX;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90, 90);
cam.transform.eulerAngles = new Vector3(xRotation, yRotation, 0.0f);
}
}
SimpleMovement Script:
public class SimpleMovement : MonoBehaviour
{
CharacterController characterController;
public float MovementSpeed = 1;
public float Gravity = 9.8f;
private float velocity = 0;
private void Start()
{
characterController = GetComponent<CharacterController>();
}
void Update()
{
// player movement - forward, backward, left, right
float horizontal = Input.GetAxis("Horizontal") * MovementSpeed;
float vertical = Input.GetAxis("Vertical") * MovementSpeed;
characterController.Move((Vector3.right * horizontal + Vector3.forward * vertical) * Time.deltaTime);
// Gravity
if (characterController.isGrounded)
{
velocity = 0;
}
else
{
velocity -= Gravity * Time.deltaTime;
characterController.Move(new Vector3(0, velocity, 0));
}
}
}
First, get a reference to the main cmaera and cache it, because you're going to be referencing it frequently, and simply using Camera.main is a bit expensive:
private Camera mainCam;
...
private void Start()
{
characterController = GetComponent<CharacterController>();
mainCam = Camera.main;
}
Then, use mainCam.transform.right and mainCam.transform.forward but with the y set to 0 and normalized instead of Vector3.right and Vector3.forward. This will make the movement be based on the rotation of the camera:
float horizontal = Input.GetAxis("Horizontal") * MovementSpeed;
float vertical = Input.GetAxis("Vertical") * MovementSpeed;
Vector3 camRightFlat = new Vector3(mainCam.transform.right.x, 0f,
mainCam.transform.right.z).normalized;
Vector3 camForwardFlat = new Vector3(mainCam.transform.forward.x, 0f,
mainCam.transform.forward.z).normalized;
characterController.Move(
(camRightFlat * horizontal + camForwardFlat * vertical) * Time.deltaTime);
Altogether:
public class SimpleMovement : MonoBehaviour
{
CharacterController characterController;
public float MovementSpeed = 1;
public float Gravity = 9.8f;
private float velocity = 0;
private Camera mainCam;
private void Start()
{
characterController = GetComponent<CharacterController>();
mainCam = Camera.main;
}
void Update()
{
// player movement - forward, backward, left, right
float horizontal = Input.GetAxis("Horizontal") * MovementSpeed;
float vertical = Input.GetAxis("Vertical") * MovementSpeed;
Vector3 camRightFlat = new Vector3(mainCam.transform.right.x, 0f,
mainCam.transform.right.z).normalized;
Vector3 camForwardFlat = new Vector3(mainCam.transform.forward.x, 0f,
mainCam.transform.forward.z).normalized;
characterController.Move((camRightFlat * horizontal + camForwardFlat * vertical)
* Time.deltaTime);
// Gravity
if (characterController.isGrounded)
{
velocity = 0;
}
else
{
velocity -= Gravity * Time.deltaTime;
characterController.Move(new Vector3(0, velocity, 0));
}
}
}

Stop my first person character controller going through the wall in Unity using C#?

As seen in the video here: https://i.gyazo.com/ad45ef9e231fd2f9ec6d4cf76889aece.mp4
My code:
MouseLook.cs:
using UnityEngine;
using System.Collections;
public class MouseLook : MonoBehaviour
{
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 3F;
public float sensitivityY = 3F;
public Camera playerCamera;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
private float rotationX = 0F;
private float rotationY = 0F;
private Quaternion originalRotation;
void Update()
{
if (axes == RotationAxes.MouseXAndY)
{
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationX = ClampAngle(rotationX, minimumX, maximumX);
rotationY = ClampAngle(rotationY, minimumY, maximumY);
Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, -Vector3.right);
transform.localRotation = originalRotation * xQuaternion * yQuaternion;
}
if (axes == RotationAxes.MouseX)
{
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotationX = ClampAngle(rotationX, minimumX, maximumX);
Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
transform.localRotation = originalRotation * xQuaternion;
}
if (axes == RotationAxes.MouseY || playerCamera != null)
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = ClampAngle(rotationY, minimumY, maximumY);
Quaternion yQuaternion = Quaternion.AngleAxis(-rotationY, Vector3.right);
if (playerCamera != null)
{
playerCamera.transform.localRotation = originalRotation * yQuaternion;
}
else
{
transform.localRotation = originalRotation * yQuaternion;
}
}
}
void Start()
{
/*
if (gameObject.GetComponent<Rigidbody>())
{
gameObject.GetComponent<Rigidbody>().freezeRotation = true;
}
*/
originalRotation = transform.localRotation;
}
public static float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
{
angle += 360F;
}
if (angle > 360F)
{
angle -= 360F;
}
return Mathf.Clamp(angle, min, max);
}
}
FirstPersonController.cs:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using Cursor = UnityEngine.Cursor;
public class FirstPersonController : MonoBehaviour
{
private float speed = 5;
private float jumpPower = 4;
Rigidbody rb;
CapsuleCollider col;
public GameObject crossHair;
bool isActive;
float HorizontalInput;
float VerticalInput;
void Start()
{
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
rb = GetComponent<Rigidbody>();
col = GetComponent<CapsuleCollider>();
crossHair = GameObject.FindWithTag("CrossHair");
}
void Update()
{
HorizontalInput = Input.GetAxisRaw("Horizontal");
VerticalInput = Input.GetAxisRaw("Vertical");
if (Input.GetKeyDown("escape"))
{
Cursor.lockState = CursorLockMode.None;
}
if (Input.GetButtonDown("Sprint"))
{
speed = 15;
}
if (Input.GetButtonUp("Sprint"))
{
speed = 5;
}
if (Input.GetKeyDown(KeyCode.H))
{
isActive = !isActive;
}
if (isActive)
{
crossHair.SetActive(true);
}
else
{
crossHair.SetActive(false);
}
}
void FixedUpdate()
{
Vector3 xMovement = transform.right * speed * HorizontalInput * Time.deltaTime;
Vector3 zMovement = transform.forward * speed * VerticalInput * Time.deltaTime;
rb.velocity = new Vector3(HorizontalInput, 0, VerticalInput) * speed;
if (isGrounded() && Input.GetButtonDown("Jump"))
{
rb.AddForce(Vector3.up * jumpPower, ForceMode.Impulse);
}
}
private bool isGrounded()
{
return Physics.Raycast(transform.position, Vector3.down, col.bounds.extents.y + 0.1f);
}
}
Is there anything wrong I am doing in this code, if so how do I fix it?
Entire project can be downloaded here: https://github.com/Some-T/FirstPersonController-CSharp
Project has relevant colliders and rigidbodies set up!
Someone has advised me to use shapecast, but I believe that may incorrect? I can't see how that would work as my player does not have character controller component added to it?
Overall how do I stop my first person character controller going through the wall like in the initial video specified above?
Upon further research I have discovered the following:
The answer is to use:
https://docs.unity3d.com/ScriptReference/Rigidbody.AddForce.html as a quick fix.
But definitively for flawlessness use:
https://docs.unity3d.com/ScriptReference/Rigidbody-velocity.html
As to how in C# I am not so sure, but here is a screen shot I did in bolt asset.
Currently I have movmement working with velocity but it does not work properly, not sure as to why? So overall my question now is how do I get movement working using velocity? I added a line in FirstPersonController.cs that moves the character using velocity of rb.velocity = new Vector3(HorizontalInput, 0, VerticalInput) * speed; so my only question and issue now is my player does not move in the direction the camera on my player is facing so I am not sure how to fix this specific thing overall?
In your project code is different from one that you provided here.
Try to enable rigidbody`s rotation constraint - freeze X and Z rotation, leave only Y. When you rotate your capsule collider (as it works in your project), it can "climb" on a wall.
Do the isGrounded check when you move, and lock movement, if not grounded.
Try to increase Collider.contactOffset
If above does not helps, try to use Rigidbody.velocity instead of Rigidbody.MovePosition.
You can also reduce Rigidbody.drag
In general, pretty good technique is to use NavMesh for movement - in this way, you able to explicitly lock player from movement outside of navmesh surface. But, of course, it doesn`t fit to many gameplays.
Hope, it helps.
upd
You move your player like this:
void FixedUpdate()
{
Vector3 xMovement = transform.right * speed * HorizontalInput * Time.deltaTime;
Vector3 zMovement = transform.forward * speed * VerticalInput * Time.deltaTime;
}
Note, that you not even apply it to rigidbody;
But you get your input this way:
float HorizontalInput = Input.GetAxis("Horizontal");
float VerticalInput = Input.GetAxis("Vertical");
in Update, so input just stays inside Update, and does not applied at all. You declared your variables twice, once on class top, another in Update().

Unity 5 fpscontroller weird error

I made this script for my Player object. It has to child, 1 camera and 1 model.
They problem is whenever i move my mouse the player moves down. and the cam goes up.
Script:
public GameObject cam;
public float sensitivity = 2f;
public float walk_speed = 2f;
public float run_speed = 2f;
CharacterController player_CC;
float speed;
float moveFB;
float moveLR;
float rotX;
float rotY;
bool canMove;
void Start () {
canMove = true;
player_CC = GetComponent<CharacterController>();
speed = walk_speed;
}
void Update () {
if (canMove)
{
moveFB = Input.GetAxis("Vertical") * speed;
moveLR = Input.GetAxis("Horizontal") * speed;
rotX = Input.GetAxis("Mouse X") * sensitivity;
rotY = Input.GetAxis("Mouse Y") * sensitivity;
Vector3 movement = new Vector3(moveLR, 0, moveFB);
transform.Rotate(0, rotX, 0);
cam.transform.Rotate(rotY, 0, 0);
movement = transform.rotation * movement;
player_CC.Move(movement * Time.deltaTime);
}
if (Input.GetKey(KeyCode.LeftShift))
{
speed = run_speed;
} else
{
speed = walk_speed;
}
}
movement = transform.rotation * movement;
You're multiplying your transforms rotation by your movement vector. Separate the logic.
I know what caused it. But i dont know why it did it. But i used a charachtercontroller and a rigidbody on the same object. Sorry for wasting your time :/

How can i rotate a spaceship back to it's original rotation to face the original position?

The spaceship start moving from point A. The spaceship is facing the moving direction.
Now when i click one on the L key i want that the spaceship will rotate and will face to the original position it was start moving from. But even if the spaceship is now rotated by axis Z or Y or X to rotate it first to the regular rotation values and to face to the start moving position.
using UnityEngine;
using System.Collections;
public class Control : MonoBehaviour
{
public int rotationSpeed = 75;
public int movementspeed = 10;
public int thrust = 10;
private bool isPKeyDown = false;
private float acceleration = .0f;
private Vector3 previousPosition = Vector3.zero;
private Rigidbody _rigidbody;
private Vector3 originalPosition;
private Quaternion originalRotation;
// Use this for initialization
void Start()
{
originalPosition = transform.position;
originalRotation = transform.rotation;
_rigidbody = GetComponent<Rigidbody>();
Debug.Log("Acc Speed: " + thrust);
}
// Update is called once per frame
void Update()
{
var v3 = new Vector3(Input.GetAxis("Vertical"), Input.GetAxis("Horizontal"), 0.0f);
transform.Rotate(v3 * rotationSpeed * Time.deltaTime);
transform.position += transform.forward * Time.deltaTime * movementspeed;
if (Input.GetKey(KeyCode.Z))
transform.Rotate(Vector3.forward * rotationSpeed * Time.deltaTime);
if (Input.GetKey("p"))
{
isPKeyDown = Input.GetKey("p");
float distance = Vector3.Distance(previousPosition, transform.position);
acceleration = distance / Mathf.Pow(Time.deltaTime, 2);
previousPosition = transform.position;
_rigidbody.AddRelativeForce(0f, 0f, thrust, ForceMode.Acceleration);
}
if (Input.GetKey("l"))
{
transform.rotation = Quaternion.Slerp(transform.rotation, originalRotation, 0);
//StartCoroutine(TurnShip(transform, transform., originalRotation.eulerAngles, 1));
//transform.position += transform.forward * Time.deltaTime * movementspeed;
}
}
IEnumerator TurnShip(Transform ship, Vector3 startAngle, Vector3 endAngle, float smooth)
{
float lerpSpeed = 0;
while (lerpSpeed < 1)
{
ship.eulerAngles = Vector3.Lerp(startAngle, endAngle, lerpSpeed);
lerpSpeed += Time.deltaTime * smooth;
yield return null;
}
}
void OnGUI()
{
if (isPKeyDown)
{
GUI.Label(new Rect(100, 100, 200, 200), "Acc Speed: " + acceleration);
}
}
}
This is where i click the L button but i tried some things but can't yet find how to do it.
The main goal is if i click once on L the spaceship should automatic rotate if needed and move back to the original position and then land on ground. L stand for landing that's the main goal.
Add a variable on top -
...
private Vector3 originalPosition;
private Quaternion originalRotation;
private bool landShip = false;
...
And use following code in update function -
if (Input.GetKey("l"))
{
landShip = true;
//StartCoroutine(TurnShip(transform, transform., originalRotation.eulerAngles, 1));
//transform.position += transform.forward * Time.deltaTime * movementspeed;
}
if(landShip){
transform.rotation = Quaternion.Slerp(transform.rotation, originalRotation, 0.5f);
}
Once the spaceship lands, set the landShip value back to false.

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