In my hierarchy, I have my gun as a child to my camera. As you can tell from the pictures the gun appears to float in the air upon moving the camera up. How can I make the gun relative to the camera so that it sticks to the camera however I position it in the inspector?
I don't want it to look like this
I want it to look like this, even when rotating the camera up.
You could attach to your Gun Object a script that does:
using UnityEngine;
using System.Collections;
public class Test : MonoBehaviour {
public Quaternion x;
// Use this for initialization
void Start () {
x = transform.rotation;
}
// Update is called once per frame
void Update () {
transform.rotation = x;
}
}
From what I understand you want the Gun to remain a child but you want to "lock" rotation. This script would retain the Rotation of the gun, and while also letting you translate the location without locking that.
Store the rotation initially as a Quaternion during Start, then when Update is called every frame, it'll set the rotation to the initial Quaternion.
In the future if you want to break the Rotation to individual x, y, z, you can lock certain axes with transform.rotation.x, y, z and store each individually as floating point variables.
After hours of search, I ended up figuring it out by myself. The parent object the camera was connected to wasn't a uniform shape thus skewing the gun's shape when rotating the camera. I simply set the scale of the parent object to 1,1,1 and it works as intended.
Related
It has two camera angles. First person for engaging gameplay and top-down for 2D game experience. But in top down camera view I can't figure out the rotation of the camera with respect to player.
I wrote the following script for the main(top-down) camera view.
public class FollowPlayer : MonoBehaviour
{
public GameObject player;
private Vector3 offset = new Vector3(0f, 24.953f, -0f);
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void LateUpdate()
{
transform.position = player.transform.position + offset;
}
}`
I tried
transform.rotation = player.transform.rotation;
but it didn't work since camera is on top of player. If I could somehow do
transform.rotation = player.transform.rotation + X axis 90 degree;
That would be perfect but I don't know how to do that.
If I understand you correctly, you want to follow the player from above with your second camera. Leaving some flexibility, the best option I think would be Unity's built in Transform.LookAt(target) method (LookAt), which automatically rotates an object (in your case the camera) so that it faces the target.
Therefore, you could do something like this in your Update, assuming your script is attached to the Camera. Otherwise substitute transform with Camera.main.transform:
transform.LookAt(player);
Note: If you plan to have your camera fixed above your player at all times, it is sufficient if you perform the LookAt once, e.g. in Start and then attach the camera as a child to the player. If your camera does not move with your player in the world but you want it to focus the player anyway, do do it in Update. Hope I addressed your problem:)
My problem has been resolved. I was trying to rotate the wrong axis. My bad.
mouseInput = Input.GetAxis("Mouse X");
transform.Rotate(Vector3.forward * speed * -mouseInput);
I needed to get mouse input from user and change the Z-axis according to it. Game is working fine now.
I have a Cinemachine Freelook camera and i want it similar to Skyrim, where the character's rotation follows where the camera is pointing, but only on the Y axis so that i can move my mouse and look at the character from up and down;
This video demonstrates how MrKrabs can move in 3 dimensions, but won't turn.
I already tried creating a blank object and putting it at the center of the character, then using transform.LookAt(Camera) to make it point to where the camera is, and finally getting the Y value of the object's rotation, inverting it with -transform.position.y and applying it to MrKrabs, but it didn't work: it was jittery and overall just a bad user experience, is there a way to turn the gameobject based on the camera's rotation? (having the camera always watching his back)
Something like this should do the trick.
transform.rotation = Quaternion.Euler(0, Camera.main.transform.eulerAngles.y, 0);
Beware that if your camera is a child of your object it will rotate with it.
I'm trying to move the player to the position of the mouse in my game.
Right now movement along the x axis works fine, but I want the mouse y axis to control the characters movement along the z axis (because of my top-down camera's y being world z).
Right now mouse y controls player y, which looks like this in game.
And the code for it looks like this:
public Vector2 mousePos;
private Vector3 playerPos;
void update()
{
// Get mouse position from player
mousePos = Input.mousePosition;
// Move player with mouse
playerPos = new Vector3(mousePos.x, 0, mousePos.y);
transform.position = Camera.main.ScreenToWorldPoint(playerPos);
}
I then tried to just swap the y and z like this
playerPos = new Vector3(mousePos.x, mousePos.y, 0);
But instead of allowing me to control the z axis this snippet instead causes the player to lose all movement.
I'm very new to coding so I might be missing something completely obvious. What am I doing wrong?
Unity version: 2018.4.21f1
The example you gave isn't working because you're providing a z coordinate of 0 and when called on a perspective camera, Camera.ScreenToWorldPoint does some vector math, so in your scene view, your player is probably floating right on top of your camera. I can't explain the actual math because I don't understand it, but luckily for both of us, we don't need to! Essentially, the z coordinate is saying how far away from the camera to place the point, and since the view frustum of a perspective camera gets narrower closer to the camera, placing it at 0 means there's nowhere for it to go. how moving the object farther from the camera requires it to move farther to match the mouse position.
The bigger problem is that your method is wrong and there's a better way. Camera.ScreenToWorldPoint converts a mouse coordinate to a world space coordinate depending on what the camera is looking at, so you're essentially flippng the y and z coordinate, then feeding it into a method that figures out what coordinates need to be flipped.
It looks like this script is attached to your player gameObject, so it should look like this:
Camera cam;
[Range(1,10)] //this just creates a slider in the inspector
public int distanceFromCamera;
void Start()
{
//calling Camera.main is a shortcut for
//FindGameObjectsWithTag("MainCamera")
//so you should avoid calling it every frame
cam = Camera.main;
}
void Update()
{
//This will work for both perspective and orthographic cameras
transform.position = cam.ScreenToWorldPoint(
Input.mousePosition + new Vector3(0,0,distanceFromCamera));
}
If your camera is going to move closer or farther from the plane, make sure to add something that keeps the distance from camera updated.
That said, for most games having the player tied to the mouse cursor isn't usually what you're looking for. Generally you want some kind of input to move the player in some direction a certain amount. If that's what you're looking for, this part of the space shooter tutorial is a good introduction to player movement (though the code itself may be outdated).
So I've designed a custom HP bar and aligned it where I'd like it to be as well as how I'd like it to look.
However, when I press play (Not full screen mode, haven't even tested for that)either the image background slides slightly right or the green filler image slides to the left.
I have no idea why it's doing this or how to fix it. I'm willing to offer whatever information you require such as code or screenshots of the inspector.
This is a screen shot of the bar as it is in the sceneview canvas.
As you can see when the Play isn't pressed the bar functions normally. The above pic is Half-Full. The below image is Empty.
Part 2 of the issue:
I'm also having trouble with the HP bar rotating properly with the player.
However, when I turn left or right or face up:
]9
So you can see the HP bar doesn't properly rotate with the player's movement; although it does follow perfectly, the bar doesn't rotate accordingly. I can provide some movement code and the code I use to track the position of the player. What I have done was created a sphere and attached it to the player. I then attached the script for tracking the player onto that sphere. I then removed the mesh render and box collider of the sphere.
Health Bar Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PHealth : MonoBehaviour {
[Header("HP Bar Images")]
[SerializeField]
private Image HpBarBG;
[SerializeField]
private Image HpBarFillBar;
private float imgFill = 1;
void Update () {
FillBar()
}
private void FillBar(){
HpBarFillBar.fillAmount = imgFill;
}
}
Player Movement Script
public GameObject player;
public Vector3 localscale;
// public Transform start, end;
[SerializeField]
private float speed = 5;
void Start () {
}
// Update is called once per frame
void Update ()
{
/*
******** RAYCAST TO DETECT WALLS BELOW *******
*/
// WallDetection(); //Cast ray to detect walls
/*
********* MOVEMENT CODE BELOW *********
*/
if (Input.GetKey(KeyCode.W)|| Input.GetKey(KeyCode.UpArrow)) // Move
Forward
{
player.transform.Translate(Vector2.up * speed * Time.deltaTime,
Space.World);
transform.eulerAngles = new Vector2(0, 180);
}
}//End of class
I'd recommend adding your code to your question so we have the full picture. Before you do that, I can only give you some recommendations and suggestions. I'll amend this answer, so it becomes a real answer, afterwards.
In the mean time, what type of canvas are you using? Judging from the hierarchy, I'd imagine it's in either of the screen space modes. Have you considered a world-space canvas parented to your player? I believe it'll naturally rotate in the way that you want it to. Can the players zoom in and out, and is the player character's rotation fixed to 90-degree increments?
In addition, are you sure you want the healthbar to rotate? To be upside down? Won't it be a better idea to keep it fixed in a regular position, above the character's sprite, even if that's technically "below" the character at the time?
Finally, if you don't mind me asking: why Unity 5? It's been a couple of major releases after it, and 2018 is almost at its cycle's end. Though to be fair, I don't know if the version will make any difference for this, so I'm just being curious.
There are two similar scripts that makes the same thing(The Camera is following the player).The first, is what I wrote and the second one, is from the unity tutorial.Which one is more reliable and why?
1st
public class CameraController : MonoBehaviour {
public GameObject player;
void LateUpdate () {
transform.position = new Vector3 (player.transform.position.x, player.transform.position.y,-10f);
}
}
2nd
public GameObject player;
private Vector3 offset;
void Start ()
{
offset = transform.position - player.transform.position;
}
void LateUpdate ()
{
transform.position = player.transform.position + offset;
}
There is no such thing as reliability between the two scripts. Although, I would encourage you to use the second script.
The first script is assigning the camera's position with the position of the player. The only thing it doesn't assign is the z-axis which you hard-coded to -10. When game starts, the camera will be moved to where the player is. The z- axis of the camera will be set to -10. This happens every late update.
The second script is assigning the camera's position with the position of the player and offset value taken in the start function. When game starts, the offset distance between the camera and the player is retrieved in the Start function. In the LateUpdate function, the player's position is retrieved and the offset is added to it and is then applied to the camera's position.
The result of the first script is that the camera will always be position where the player is but the z axis will always be set to -10. I am sure you don't want the z axis to not be moving.
The result of the second script is that the camera will always have the-same distance between it and the player. Even if you move the camera or player from the Editor, the second script will automatically adjust the position and make sure that the distance between the camera and the player before the game started is always the-same. I am sure this is what you are looking for but I wouldn't call this reliable. The first code is simply not appropriate for what you are doing , the second code is.
I would bet that the second one is more reliable because it doesn't have any hardcoded variables. But it's also easy to use to programmers and none programmers since it calculates the offSet you want to give in any direction based on the position you set on the scene.