Can't create elevator using waypoints in Unity3d - c#

I have a script for waypoints, which I find here. It works fine for objects, which move on the horizontal axes. But it don't move objects up and down. Can't understand, why.
Elevator are just decoration and it will randomly move from one floor to another.
public Transform[] waypoint; // The amount of Waypoint you want
float patrolSpeed = 3.0f; // The walking speed between Waypoints
float dampingLook = 6.0f; // How slowly to turn
public float pauseDuration; // How long to pause at a Waypoint
float curTime;
int currentWaypoint;
CharacterController character;
void Start()
{
character = GetComponent<CharacterController>();
}
void Update()
{
if (currentWaypoint < waypoint.Length)
Patrol();
else
currentWaypoint = 0;
}
void Patrol()
{
Vector3 target = waypoint[currentWaypoint].position;
target.y = transform.position.y; // Keep waypoint at character's height
Vector3 moveDirection = target - transform.position;
if(moveDirection.magnitude < 0.5)
{
if (curTime == 0)
curTime = Time.time; // Pause over the Waypoint
if ((Time.time - curTime) >= pauseDuration)
{
currentWaypoint = Random.Range(0, waypoint.Length);
curTime = 0;
}
}
else
{
var rotation = Quaternion.LookRotation(target - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * dampingLook);
character.Move(moveDirection.normalized * patrolSpeed * Time.deltaTime);
}
}
Edit1:
Here is the video how it works.

Try this, without a rigidbody:
using UnityEngine;
using System.Collections;
public class Elevator : MonoBehaviour {
public Transform[] waypoint; // The amount of Waypoint you want
float patrolSpeed = 3.0f; // The walking speed between Waypoints
float dampingLook = 6.0f; // How slowly to turn
public float pauseDuration; // How long to pause at a Waypoint
float curTime;
int currentWaypoint;
void Update()
{
if (currentWaypoint < waypoint.Length)
Patrol();
else
currentWaypoint = 0;
}
void Patrol()
{
Vector3 target = waypoint[currentWaypoint].position;
Vector3 moveDirection = target - transform.position;
if(moveDirection.magnitude < 0.5)
{
if (curTime == 0)
curTime = Time.time; // Pause over the Waypoint
if ((Time.time - curTime) >= pauseDuration)
{
currentWaypoint = Random.Range(0, waypoint.Length);
curTime = 0;
}
}
else
{
transform.Translate(moveDirection.normalized * patrolSpeed * Time.deltaTime);
}
}
}
Edit: Correct the script by removing two rotation lines.

Related

How to make an FPS Camera using Netcode for gameobjects and FPS Starter Assets?

All I know is that every time a new client joins, all the player set their main camera to that ones.
I use the starter assets but I changed few things to solve this and do the networking:
using Unity.Netcode;
using UnityEngine;
#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
using UnityEngine.InputSystem;
#endif
namespace StarterAssets
{
[RequireComponent(typeof(CharacterController))]
#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
[RequireComponent(typeof(PlayerInput))]
#endif
public class FirstPersonController : NetworkBehaviour
{
[Header("Player")]
[Tooltip("Move speed of the character in m/s")]
public float MoveSpeed = 4.0f;
[Tooltip("Sprint speed of the character in m/s")]
public float SprintSpeed = 6.0f;
[Tooltip("Rotation speed of the character")]
public float RotationSpeed = 1.0f;
[Tooltip("Acceleration and deceleration")]
public float SpeedChangeRate = 10.0f;
[Space(10)]
[Tooltip("The height the player can jump")]
public float JumpHeight = 1.2f;
[Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
public float Gravity = -15.0f;
[Space(10)]
[Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
public float JumpTimeout = 0.1f;
[Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
public float FallTimeout = 0.15f;
[Header("Player Grounded")]
[Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
public bool Grounded = true;
[Tooltip("Useful for rough ground")]
public float GroundedOffset = -0.14f;
[Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")]
public float GroundedRadius = 0.5f;
[Tooltip("What layers the character uses as ground")]
public LayerMask GroundLayers;
[Header("Cinemachine")]
[Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
public GameObject CinemachineCameraTarget;
[Tooltip("How far in degrees can you move the camera up")]
public float TopClamp = 90.0f;
[Tooltip("How far in degrees can you move the camera down")]
public float BottomClamp = -90.0f;
// cinemachine
private float _cinemachineTargetPitch;
// player
private float _speed;
private float _rotationVelocity;
private float _verticalVelocity;
private float _terminalVelocity = 53.0f;
// timeout deltatime
private float _jumpTimeoutDelta;
private float _fallTimeoutDelta;
#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
private PlayerInput _playerInput;
#endif
private CharacterController _controller;
private StarterAssetsInputs _input;
[SerializeField] private GameObject _mainCamera;
private const float _threshold = 0.01f;
private bool IsCurrentDeviceMouse
{
get
{
#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
return _playerInput.currentControlScheme == "KeyboardMouse";
#else
return false;
#endif
}
}
public override void OnNetworkSpawn()
{
// get a reference to our main camera
if (_mainCamera == null)
{
foreach (Transform child in gameObject.transform)
{
if (child.name == "PlayerCameraRoot")
{
foreach (Transform granchild in child.transform)
{
if (granchild.tag == "MainCamera")
_mainCamera = granchild.gameObject;
}
}
}
}
}
private void Start()
{
if(!IsOwner) return;
_controller = GetComponent<CharacterController>();
_input = GetComponent<StarterAssetsInputs>();
#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
_playerInput = GetComponent<PlayerInput>();
#else
Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it");
#endif
// reset our timeouts on start
_jumpTimeoutDelta = JumpTimeout;
_fallTimeoutDelta = FallTimeout;
Cursor.visible = false;
}
private void Update()
{
if(!IsOwner) return;
JumpAndGravity();
GroundedCheck();
Move();
}
private void LateUpdate()
{
CameraRotation();
}
private void GroundedCheck()
{
// set sphere position, with offset
Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z);
Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore);
}
private void CameraRotation()
{
// if there is an input
if (_input.look.sqrMagnitude >= _threshold)
{
//Don't multiply mouse input by Time.deltaTime
float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;
_cinemachineTargetPitch += _input.look.y * RotationSpeed * deltaTimeMultiplier;
_rotationVelocity = _input.look.x * RotationSpeed * deltaTimeMultiplier;
// clamp our pitch rotation
_cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
// Update Cinemachine camera target pitch
CinemachineCameraTarget.transform.localRotation = Quaternion.Euler(_cinemachineTargetPitch, 0.0f, 0.0f);
// rotate the player left and right
transform.Rotate(Vector3.up * _rotationVelocity);
}
}
private void Move()
{
// set target speed based on move speed, sprint speed and if sprint is pressed
float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
// a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
// note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
// if there is no input, set the target speed to 0
if (_input.move == Vector2.zero) targetSpeed = 0.0f;
// a reference to the players current horizontal velocity
float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;
float speedOffset = 0.1f;
float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
// accelerate or decelerate to target speed
if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > targetSpeed + speedOffset)
{
// creates curved result rather than a linear one giving a more organic speed change
// note T in Lerp is clamped, so we don't need to clamp our speed
_speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, Time.deltaTime * SpeedChangeRate);
// round speed to 3 decimal places
_speed = Mathf.Round(_speed * 1000f) / 1000f;
}
else
{
_speed = targetSpeed;
}
// normalise input direction
Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;
// note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
// if there is a move input rotate player when the player is moving
if (_input.move != Vector2.zero)
{
// move
inputDirection = transform.right * _input.move.x + transform.forward * _input.move.y;
}
// move the player
_controller.Move(inputDirection.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
}
private void JumpAndGravity()
{
if (Grounded)
{
// reset the fall timeout timer
_fallTimeoutDelta = FallTimeout;
// stop our velocity dropping infinitely when grounded
if (_verticalVelocity < 0.0f)
{
_verticalVelocity = -2f;
}
// Jump
if (_input.jump && _jumpTimeoutDelta <= 0.0f)
{
// the square root of H * -2 * G = how much velocity needed to reach desired height
_verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);
}
// jump timeout
if (_jumpTimeoutDelta >= 0.0f)
{
_jumpTimeoutDelta -= Time.deltaTime;
}
}
else
{
// reset the jump timeout timer
_jumpTimeoutDelta = JumpTimeout;
// fall timeout
if (_fallTimeoutDelta >= 0.0f)
{
_fallTimeoutDelta -= Time.deltaTime;
}
// if we are not grounded, do not jump
_input.jump = false;
}
// apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
if (_verticalVelocity < _terminalVelocity)
{
_verticalVelocity += Gravity * Time.deltaTime;
}
}
private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
{
if (lfAngle < -360f) lfAngle += 360f;
if (lfAngle > 360f) lfAngle -= 360f;
return Mathf.Clamp(lfAngle, lfMin, lfMax);
}
private void OnDrawGizmosSelected()
{
Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
if (Grounded) Gizmos.color = transparentGreen;
else Gizmos.color = transparentRed;
// when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
Gizmos.DrawSphere(new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), GroundedRadius);
}
}
}
And this is my Prefab for the player:
enter image description here
My Network Manager:
enter image description here
Note: I don't know if it matters. It probably does not but I am raycasting with the cameras.
I've had some experience with a 2d game but it should also work for 3d fps make a empty gameobject then use that as a parent for the camera then using a new script you can disable it if IsOwner is false (make sure your using Unity.Netcode and instead of a MonoBehaviour you use a NetworkBehaviour otherwise you cant use IsOwner)

Clipping and zooming platformer

I am currently in the process of developing my first platformer, and I've decided that I want to bake my own acceleration and deceleration for movement instead of using unity's wonky physics.
This has brought up two roadblocks, one being that my character will just clip through objects like walls to jump over or off of, and the other is that if I try to switch directions while decelerating, my character will turn around, but it won't change directions and my acceleration will bypass the limit I set for it (in layman's, it zooms backwards).
I need help fixing this and can describe any of the functions of the variables if asked. There is no physics material on my character, and I am using physics for the jump.
All of the variables are defined in the unity editor for easier tweaking except for currentSpeed, jumpCount, FallTime and canJump, which I have serialized so I can observe them during testing.
I've tried changing
newPos = new Vector2(transform.position.x + currentSpeed, transform.position.y);
transform.position = newPos;
to addForce but it messed with the jumping.
public class PlayerControls : MonoBehaviour {
//walk Vars
[SerializeField] float currentSpeed;
[SerializeField] float maxSpeed;
[SerializeField] float jumpstart;
[SerializeField] float acceleration;
[SerializeField] float deceleraton;
int isFlip = 1;
Vector2 newPos;
Quaternion flip;
//jump Vars
[SerializeField] public int jumpCount;
[SerializeField] public int jumpCountMax;
[SerializeField] public float jumpVel;
[SerializeField] public float fallMulti;
[SerializeField] public float shortMulti;
[SerializeField] public float fallTime;
[SerializeField] public float coyoteTime;
[SerializeField] bool canJump = true;
[SerializeField] bool didJump;
//references
Rigidbody2D rb;
private void Awake() {
rb = GetComponent<Rigidbody2D>();
}
//walk Functions
private void speedCalc() {
currentSpeed += jumpstart * isFlip;
if (currentSpeed * isFlip >= maxSpeed) {
currentSpeed = maxSpeed * isFlip;
}
else {
currentSpeed = (currentSpeed * acceleration);
}
}
private void Start() {
currentSpeed = 0;
}
private void Update() {
//calculate coyote time
if (fallTime == coyoteTime) {
if (didJump == false) {
jumpCount += 1;
}
}
if (jumpCount >= jumpCountMax) {
canJump = false;
} else {
canJump = true;
}
if (rb.velocity.y == 0) {
jumpCount = 0;
didJump = false;
}
//calculate isFlip
if (Input.GetButton("Right")) {
flip = Quaternion.Euler(0, 0, 0);
transform.rotation = flip;
isFlip = 1;
} else if (Input.GetButton("Left")) {
flip = Quaternion.Euler(0, 180, 0);
transform.rotation = flip;
isFlip = -1;
}
//calculate acceleration & deceleration
if (!Input.GetButton("Right") && !Input.GetButton("Left")) {
if (currentSpeed * isFlip <= jumpstart) {
currentSpeed = 0;
} else {
currentSpeed = (currentSpeed / deceleraton);
}
} else {
speedCalc();
}
//implement falling and dyanamic jumping
if (rb.velocity.y < 0) {
fallTime += 1;
rb.velocity += Vector2.up * Physics2D.gravity * (fallMulti - 1) * Time.deltaTime;
} else if (rb.velocity.y == 0) {
fallTime = 0;
} else if (rb.velocity.y > 0 && !Input.GetButton("Jump")) {
rb.velocity += Vector2.up * Physics2D.gravity * (shortMulti - 1) * Time.deltaTime;
}
//execute jump
if (Input.GetButtonDown("Jump") && canJump == true) {
didJump = true;
rb.velocity = Vector2.up * jumpVel;
jumpCount += 1;
}
//move character position
newPos = new Vector2(transform.position.x + currentSpeed, transform.position.y);
transform.position = newPos;
}
}
There where no error messages or anything but I'm 80% sure its my logic and ordering. The acceleration might be overlapping with the deceleration and the isFlip.

Why the gameobject is not finish the rotation when entering another gameobject area?

This is my previous question: Previous question
The answer there was right and working.
Once the gameobject start entering the other gameobject area it does something.
This is the script i attached to the moving gameobject that check for colliding:
using UnityEngine;
public class CheckBaseCollider : MonoBehaviour
{
public GameObject baseCollider;
public GameObject objectToRotate;
public bool rotate = false;
private void OnTriggerEnter(Collider other)
{
if (other.gameObject == baseCollider)
{
Debug.Log("Entered");
rotate = true;
}
}
private void Update()
{
if (rotate == true)
{
var str = Mathf.Min(.5f * Time.deltaTime, 1);
objectToRotate.transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.identity, str);
}
}
}
I have two gameobjects. One is the Base(A Cube it's variable is baseTarget).
The "Base" is on the terrain.
I want that when the other GameObject that move start entering the "Base" it will also start to rotate. But for some reason the rotation start then stop and then after some seconds resume and finish. Not sure why it stop.
This is the script of the moving gameobject also attached to the moving gameobject:
using UnityEngine;
using System.Collections;
public class ControlShip : MonoBehaviour
{
public float maxVel = 30; // cruise speed
public float startVel = 5; // speed at the starting point
public float stopVel = 0.5f; // speed at the destination
public float accDistance = 20; // acceleration/deceleration distance
public float factor = 0.25f; // max inclination
public float turnSpeed = 0.8f; // speed to turn/bank in the target direction
Vector3 lastPos; // used to calculate current velocity
Transform baseTarget;
private Rigidbody _rigidbody;
void Start()
{
_rigidbody = GetComponent<Rigidbody>();
baseTarget = GameObject.Find("Base").transform;
lastPos = transform.position;
StartCoroutine(Fly()); // demo routine
}
// calculate bank/turn rotation at Update
void Update()
{
// calculate the displacement since last frame:
Vector3 dir = transform.position - lastPos;
lastPos = transform.position; // update lastPos
float dist = dir.magnitude;
if (dist > 0.001f)
{ // if moved at least 0.001...
dir /= dist; // normalize dir...
float vel = dist / Time.deltaTime; // and calculate current velocity
// bank in the direction of movement according to velocity
Quaternion bankRot = Quaternion.LookRotation(dir + factor * Vector3.down * vel / maxVel);
Vector3 rotation = Quaternion.Lerp(transform.rotation, bankRot, turnSpeed * Time.deltaTime).eulerAngles;
rotation.x = 0;
transform.rotation = Quaternion.Euler(rotation);
}
}
bool flying = false; // shows when FlyTo is running
// coroutine that moves to the specified point:
IEnumerator FlyTo(Vector3 targetPos)
{
flying = true; // flying is true while moving to the target
Vector3 startPos = transform.position;
targetPos.y = startPos.y;
Vector3 dir = targetPos - startPos;
float distTotal = dir.magnitude;
dir /= distTotal; // normalize vector dir
// calculate accDist even for short distances
float accDist = Mathf.Min(accDistance, distTotal / 2);
do
{
float dist1 = Vector3.Distance(transform.position, startPos);
float dist2 = distTotal - dist1;
float speed = maxVel; // assume cruise speed
if (dist1 < accDist)
{ // but if in acceleration range...
// accelerate from startVel to maxVel
speed = Mathf.Lerp(startVel, maxVel, dist1 / accDist);
}
else
if (dist2 < accDist)
{ // or in deceleration range...
// fall from maxVel to stopVel
speed = Mathf.Lerp(stopVel, maxVel, dist2 / accDist);
}
// move according to current speed:
Vector3 pos = Vector3.MoveTowards(transform.position, targetPos, speed * Time.deltaTime);
//pos.y = lastPos.y;
transform.position = pos;
yield return 0; // let Unity breathe till next frame
} while (transform.position != targetPos); // finish when target reached
flying = false; // shows that flight has finished
}
// example routine: fly to 3 different points in sequence
IEnumerator Fly()
{
Vector3 p0 = baseTarget.position;
while (true)
{
StartCoroutine(FlyTo(p0));
while (flying)
{
yield return 0;
}
yield return new WaitForSeconds(5);
}
}
}

How can i make the camera to lookat the next target and then rotate and move to the next target?

The first script is just making the camera to move over the terrain this script i'm not changing anything. The second script is PatrolData with that i feed the first script with data. The last script is the LookAt that should rotate the camera just a bit before moving to the next target(waypoint).
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FlyToOverTerrain : MonoBehaviour
{
public Transform target;
public float desiredHeight = 10f;
public float flightSmoothTime = 10f;
public float maxFlightspeed = 10f;
public float flightAcceleration = 1f;
public float levelingSmoothTime = 0.5f;
public float maxLevelingSpeed = 10000f;
public float levelingAcceleration = 2f;
private Vector3 flightVelocity = Vector3.zero;
private float heightVelocity = 0f;
private void LateUpdate()
{
Vector3 position = transform.position;
float currentHeight = position.y;
if ((bool)target && flightAcceleration > float.Epsilon)
{
position = Vector3.SmoothDamp(position, target.position, ref flightVelocity, flightSmoothTime / flightAcceleration, maxFlightspeed, flightAcceleration * Time.deltaTime);
}
if (levelingAcceleration > float.Epsilon)
{
float targetHeight = Terrain.activeTerrain.SampleHeight(position) + desiredHeight;
position.y = Mathf.SmoothDamp(currentHeight, targetHeight, ref heightVelocity, levelingSmoothTime / levelingAcceleration, maxLevelingSpeed, levelingAcceleration * Time.deltaTime);
}
transform.position = position;
}
}
Then the data script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class PatrolData
{
public Transform target = null;
public float minDistance = 5f;
public float lingerDuration = 5f;
public float desiredHeight = 10f;
public float flightSmoothTime = 10f;
public float maxFlightspeed = 10f;
public float flightAcceleration = 1f;
public float levelingSmoothTime = 0.5f;
public float maxLevelingSpeed = 10000f;
public float levelingAcceleration = 2f;
}
public class PatrolOverTerrain : MonoBehaviour
{
public FlyToOverTerrain flyOverTerrain;
public enum PatrolMode { Clamp, Wrap, PingPong };
public PatrolData[] patrolPoints;
public PatrolMode mode = PatrolMode.Wrap;
private int iterator = 0;
private int index = 0;
private float lingerDuration = 0f;
public Vector3 distanceFromTarget;
private void OnEnable()
{
if (patrolPoints.Length > 0)
{
lingerDuration = patrolPoints[index].lingerDuration;
}
}
private void Update()
{
int length = patrolPoints.Length;
if (!flyOverTerrain) return;
if (patrolPoints.Length < 1) return;
if (index < 0) return;
var patrol = patrolPoints[index];
if (lingerDuration <= 0)
{
iterator++;
switch (mode)
{
case PatrolMode.Clamp:
index = (iterator >= length) ? -1 : iterator;
break;
case PatrolMode.Wrap:
iterator = Modulus(iterator, length);
index = iterator;
break;
case PatrolMode.PingPong:
iterator = Modulus(iterator, length * 2);
index = length - Mathf.Abs(length - iterator);
break;
}
if (index < 0) return;
patrol = patrolPoints[index];
flyOverTerrain.target = patrol.target;
flyOverTerrain.desiredHeight = patrol.desiredHeight;
flyOverTerrain.flightSmoothTime = patrol.flightSmoothTime;
flyOverTerrain.maxFlightspeed = patrol.maxFlightspeed;
flyOverTerrain.flightAcceleration = patrol.flightAcceleration;
flyOverTerrain.levelingSmoothTime = patrol.levelingSmoothTime;
flyOverTerrain.maxLevelingSpeed = patrol.maxLevelingSpeed;
flyOverTerrain.levelingAcceleration = patrol.levelingAcceleration;
lingerDuration = patrolPoints[index].lingerDuration;
}
Vector3 targetOffset = Vector3.zero;
if ((bool)patrol.target)
{
targetOffset = transform.position - patrol.target.position;
}
float sqrDistance = patrol.minDistance * patrol.minDistance;
if (targetOffset.sqrMagnitude <= sqrDistance)
{
flyOverTerrain.target = null;
lingerDuration -= Time.deltaTime;
}
else
{
flyOverTerrain.target = patrol.target;
}
distanceFromTarget = transform.position - patrol.target.position;
}
private int Modulus(int baseNumber, int modulus)
{
return (modulus == 0) ? baseNumber : baseNumber - modulus * (int)Mathf.Floor(baseNumber / (float)modulus);
}
}
And the lookat script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LookAtCamera : MonoBehaviour {
//values that will be set in the Inspector
public Transform target;
public float RotationSpeed;
//values for internal use
private Quaternion _lookRotation;
private Vector3 _direction;
// Update is called once per frame
void Update()
{
//find the vector pointing from our position to the target
_direction = (target.position - transform.position).normalized;
//create the rotation we need to be in to look at the target
_lookRotation = Quaternion.LookRotation(_direction);
//rotate us over time according to speed until we are in the required rotation
transform.rotation = Quaternion.Slerp(transform.rotation, _lookRotation, Time.deltaTime * RotationSpeed);
}
}
All scripts are attached to the Main Camera. Until now it was working fine the camera moved between the targets. Now what i want to do is when the camera stop near each target just a bit before the camera start moving to the next target make a rotation to be facing to the target it's going to be moving to.
The problem is i don't know how to make it wait and how much and when to start the rotation in the LookAtCamera script.
Now what it does when running the game it's start rotating right away to the next target(in inspector i dragged for testing the second target).
My problem is how to work with the LookAtCamera script.
Found how to do it.
First in the LookAtCamera script that attached it to the Main Camera i also check that there is a target existing in the Update function:
if (target)
so the Update function:
void Update()
{
//find the vector pointing from our position to the target
if (target)
_direction = (target.position - transform.position).normalized;
//create the rotation we need to be in to look at the target
_lookRotation = Quaternion.LookRotation(_direction);
//rotate us over time according to speed until we are in the required rotation
transform.rotation = Quaternion.Slerp(transform.rotation, _lookRotation, Time.deltaTime * RotationSpeed);
}
Then in the script PatrolData:
The script PatrolData can be attached to any gameobject in this case i attached it to the Main Camera too.
In the top of FlyToVerTerrain i added:
public LookAtCamera lookAtCamera;
Then in the Update function:
lookAtCamera.target = patrol.target;
lookAtCamera.RotationSpeed = 3;
Then at this part:
if (targetOffset.sqrMagnitude <= sqrDistance)
{
flyOverTerrain.target = null;
lookAtCamera.target = null;
lingerDuration -= Time.deltaTime;
}
else
{
flyOverTerrain.target = patrol.target;
lookAtCamera.target = patrol.target;
}
In the end all the 3 scripts make that the camera will move to each waypoint(target), The camera will rotate and will face to the next waypoint before moving to the next waypoint.
Working perfect.

How can i make the enemy to move to next waypoint if there ius a very big waypoint in the middle?

If the waypoints are small size for example cubes at size 0.1 or 1 it's fine.
When i change the cubes size to 20-30 if there is a situation that there are two waypoints on the way but the enemy should get to the second waypoint he will stuck on the wall of the first waypoint will shake/stutter and will try to go to one of the sides and then in the end he will pass this waypoint and continue to the waypoint he should get the target.
It happen only when the waypoints(cubes) are very big and if a waypoint block the waypoint the enemy should get.
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityStandardAssets.Characters.ThirdPerson;
public class WayPoints : MonoBehaviour {
public GameObject[] waypoints;
public Transform target;
public float moveSpeed = 10f;
public float moveSpeed1 = 10f;
public float slowDownSpeed = 3f;
public float reverseSlowDownSpeed = 3f;
public float rotationSpeed = 1f;
private Transform myTransform;
private int targetsIndex = 0;
private Vector3 originalPosition;
private GameObject[] robots;
public Transform reverseTarget;
private int reverseTargetsIndex = 0;
private Vector3 reverseOriginalPosition;
public bool random = false;
void Awake()
{
myTransform = transform;
}
// Use this for initialization
void Start()
{
waypoints = GameObject.FindGameObjectsWithTag("ClonedObject");
robots = GameObject.FindGameObjectsWithTag("Robots");
AddColliderToWaypoints();
originalPosition = robots[0].transform.position;
reverseOriginalPosition = robots[1].transform.position;
}
// Update is called once per frame
void Update()
{
if (MyCommands.walkbetweenwaypoints == true)
{
WayPointsAI();
ReverseWayPointsAI();
}
DrawLinesInScene();
}
private void WayPointsAI()
{
if (targetsIndex == waypoints.Length)
targetsIndex = 0;
target = waypoints[targetsIndex].transform;
float distance = Vector3.Distance(robots[0].transform.position, target.transform.position);
robots[0].transform.rotation = Quaternion.Slerp(robots[0].transform.rotation, Quaternion.LookRotation(target.position - robots[0].transform.position), rotationSpeed * Time.deltaTime);
//move towards the player
if (distance < 30)
{
robots[0].transform.position += robots[0].transform.forward * slowDownSpeed * Time.deltaTime;
}
else
{
robots[0].transform.position += robots[0].transform.forward * moveSpeed * Time.deltaTime;
}
if (distance < target.transform.localScale.magnitude)
{
targetsIndex++;
}
}
private void ReverseWayPointsAI()
{
if (reverseTargetsIndex == 0)
reverseTargetsIndex = waypoints.Length -1;
reverseTarget = waypoints[reverseTargetsIndex].transform;
float distance = Vector3.Distance(robots[1].transform.position, reverseTarget.transform.position);
robots[1].transform.rotation = Quaternion.Slerp(robots[1].transform.rotation, Quaternion.LookRotation(reverseTarget.position - robots[1].transform.position), rotationSpeed * Time.deltaTime);
//move towards the player
if (distance < 30)
{
robots[1].transform.position += robots[1].transform.forward * reverseSlowDownSpeed * Time.deltaTime;
}
else
{
robots[1].transform.position += robots[1].transform.forward * moveSpeed1 * Time.deltaTime;
}
if (distance < reverseTarget.transform.localScale.magnitude)
{
reverseTargetsIndex--;
}
}
void RandomWayPointsAI()
{
if (random == true)
{
int index = Random.Range(0, waypoints.Length);
target = waypoints[index].transform;
}
}
void DrawLinesInScene()
{
// draw lines between each checkpoint //
for (int i = 0; i < waypoints.Length - 1; i++)
{
Debug.DrawLine(waypoints[i].transform.position, waypoints[i + 1].transform.position, Color.blue);
}
// draw a line between the original transform start position
// and the current transform position //
Debug.DrawLine(originalPosition, robots[0].transform.position, Color.red);
Debug.DrawLine(reverseOriginalPosition, robots[1].transform.position, Color.red);
// draw a line between current transform position and the next waypoint target
// each time reached a waypoint.
if (target != null)
Debug.DrawLine(target.transform.position, robots[0].transform.position, Color.green);
if (reverseTarget != null)
Debug.DrawLine(reverseTarget.transform.position, robots[1].transform.position, Color.green);
}
void AddColliderToWaypoints()
{
foreach (GameObject go in waypoints)
{
SphereCollider sc = go.AddComponent<SphereCollider>() as SphereCollider;
sc.isTrigger = true;
}
}
}
I tried to make
if (distance < reverseTarget.transform.localScale.magnitude)
I tried before it to make
if (distance < reverseTarget.tranform.localscale.x)
Or
if (distance < reverseTarget.tranform.localscale.x / 2)
Same with target and the first AI function.
But nothing is working. Maybe i should find the waypoints radius ?
Not sure how to solve it.
What OP seems to have wanted was a way to give the AI pathfinding so that when the AI wanted to go from (dynamic/code generated) point A to B and there was an obstacle between, the AI wouldn't get stuck in the obstacle.
Unity offers NavMesh and NavMesh Obstacle, a simple pathfinding tool Unity gives us to achieve a smart AI with little effort.

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