I'm using the following code to move the camera in whatever direction it is facing. It is working fine.
public class moveCam : MonoBehaviour {
public float walkSpeed = 0.9f;
void Start () {
}
void Update () {
//Walk In Direction Of Camera
transform.position += transform.forward * walkSpeed * Time.deltaTime;
}
}
The only problem I want to restrict my camera to ground level(i.e a constant position at Y), the work around for this is negate the calculate Y by resetting it, for which I am doing this
void Update () {
//Walk In Direction Of Camera
transform.position += transform.forward * walkSpeed * Time.deltaTime;
transform.position = new Vector3(transform.position.x,0.7f,transform.position.z);
}
what I want to know is, Is there a better way to achieve this.
Just reset the Y position after the change like the following
void Update(){
//Code to move in any particular direction
transform.position = new Vector3(transform.position.x,FIXED_Y_VALUE,transform.position.z);
}
or don't change Y direction at all -
void Update(){
Vector3 newCameraPosition = transform.position + transform.forward * walkSpeed * Time.deltaTime;
transform.position = new Vector3(newCameraPosition.x,transform.position.y,newCameraPosition.z);
}
Related
I am using a Cinemachine state driver to transition between my 8 directional cameras orbiting my player. Right now my player script is set to a basic isometric character controller:
Player.cs
public float speed = 5f;
Vector3 forward;
Vector3 right;
// Start is called before the first frame update
void Start()
{
forward = Camera.main.transform.forward;
forward.y = 0;
forward = Vector3.Normalize(forward);
right = Quaternion.Euler(new Vector3(0, 90, 0)) * forward;
}
// Update is called once per frame
void Update()
{
if (Input.anyKey)
{
Move();
}
}
void Move ()
{
Vector3 direction = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
Vector3 rightMovement = right * speed * Time.deltaTime * Input.GetAxis("Horizontal");
Vector3 upMovement = forward * speed * Time.deltaTime * Input.GetAxis("Vertical");
Vector3 heading = Vector3.Normalize(rightMovement + upMovement);
transform.forward += heading;
transform.position += rightMovement;
transform.position += upMovement;
}
I want the players move direction to reflect the direction of the camera. For example, using W (from WASD) will always move the player up. Could I edit the script to pick up the direction of each of my virtual cameras and add that to my player controller or is there a better way?
To solve this problem you have to change the movement of the keys according to the angle of the camera. This is done as follows with transform.TransformDirection. When the movement is synchronized with the direction of the camera, it causes the W key to press the character towards the ground, because the angle in front of the camera is inside the ground. To solve the problem, we set y to zero and then normalize the axis.
public float speed = 10f;
void Update()
{
var moveInput = new Vector3(Input.GetAxis("Horizontal"), 0f , Input.GetAxis("Vertical"));
moveInput = Camera.main.transform.TransformDirection(moveInput);
moveInput.y = 0;
moveInput = moveInput.normalized;
transform.position += moveInput * Time.deltaTime * speed;
}
I want to rotate my player for where my mouse is pointing and move the player with "WASD" keys.
I'm actually succesfully rotating my player and moving it, but it doesn't move right depending where my mouse is pointing.. the player just move everytime to the same position.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public int playerSpeed = 5;
public float sensitivity = 5.0f;
public bool blockMouse = true;
private float mouseX;
void Start(){
BlockMouse();
}
void Update() {
Move();
Rotate();
}
void Move()
{
Vector3 movement = new Vector3 (Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
transform.position += movement * playerSpeed * Time.deltaTime;
if(Input.GetKeyDown(KeyCode.LeftShift)) {
playerSpeed=10;
} else if(Input.GetKeyUp(KeyCode.LeftShift)) {
playerSpeed=5;
}
}
void Rotate() {
mouseX += Input.GetAxis("Mouse X") * sensitivity;
transform.eulerAngles = new Vector3(0, mouseX, 0);
}
void BlockMouse() {
if (!blockMouse) {
return;
}
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
}
``
Assuming the rotation is working as you said
transform.position += movement * playerSpeed * Time.deltaTime;
by doing this you change the objects world space absolute position, not taking any rotation into account.
Now there are probably a lot of ways how do rather do this
You could simply take the rotation into account
transform.position += transform.rotation * movement * playerSpeed * Time.deltaTime;
This simply stays in world space but rotates your world space vector accordingly
You could rather use Translate
transform.Translate(movement * playerSpeed * Time.deltaTime);
which basically does the same, takes orientation into account but is not affected by scaling
If I move forward while looking up my player jumps or at least attempts to fly. If I press Space bar and do move forward while looking up my player jumps even higher. I honestly have no idea on whats's going on. My prediction is the forward. If I look up Forward is relative to where I'm looking.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class P_MOVEMENT : MonoBehaviour
{
private float ACCELERATION = 10.0f;
private float GRAVITY = -5.0f;
private float SPEED = 5.0f;
private float RUNNING_SPEED = 2.0f;
private float JUMP_IMPULSE = 2.5f;
private bool isRunning = false;
CharacterController P_CC;
Vector3 P_MOVE;
//Camera Moving Mouse
private float X_AXIS = 0.0f;
private float Y_AXIS = 0.0f;
private float CAMERA_SPEED = 2.0f;
// Start is called before the first frame update
void Start()
{
P_CC = GetComponent<CharacterController>();
}
// Update is called once per frame
void Update()
{
if(P_CC.isGrounded)
{
// Player Movement
P_MOVE = transform.forward * Input.GetAxis("Vertical") + transform.right * Input.GetAxis("Horizontal");
// Special Cases Check
// Running
isRunning = ( Input.GetKey(KeyCode.LeftShift) ) ? true : false;
P_MOVE = (isRunning) ? P_MOVE * SPEED * RUNNING_SPEED : P_MOVE * SPEED;
// Jumping
if(Input.GetAxis("Jump") > 0)
{
P_MOVE += Vector3.up * JUMP_IMPULSE;
}
}
else
{
P_MOVE += Vector3.up * GRAVITY * Time.deltaTime;
}
// Player Camera Movement
X_AXIS += CAMERA_SPEED * Input.GetAxis("Mouse X");
Y_AXIS -= CAMERA_SPEED * Input.GetAxis("Mouse Y");
// Restrict 90 Degree Up and Down
Y_AXIS = Mathf.Clamp(Y_AXIS, -60f, 90f);
// Update Rotation
transform.eulerAngles = new Vector3(Y_AXIS, X_AXIS, 0.0f);
}
void FixedUpdate()
{
P_CC.Move(P_MOVE * Time.deltaTime);
}
}
You are probably right. Your transform.forward is about the local GameObject coordinates instead of the global ones.
You could try to update only transform.forward.x and transform.forward.z. So you will ignore transform.forward.y. This way the player should not move up.
Something like this:
P_MOVE = transfrom.forward.x * Input.GetAxis("Vertical") + transform.forward.z * Input.GetAxis("Vertical") + transform.right * Input.GetAxis("Horizontal");
I have a sheep which is rotating to random direction. Question is how to make it move all the time in the direction it was rotated (rotation changes every 5 seconds).
Here is my code:
using UnityEngine;
public class Sheep : MonoBehaviour
{
private float SheepMovementSpeed = 30f;
void Start()
{
InvokeRepeating("SheepRandomRotate", Random.Range(3f, 4.9f), 5f);
}
void Update()
{
}
public void SheepRandomRotate ()
{
var dir = new Vector2(Random.Range(-10, 10), Random.Range(-10, 10));
var angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.AngleAxis(angle + 90, Vector3.forward);
}
}
Any ideas?
Use the same Vector3.forward you used in your rotation
transform.position += (Vector3.forward * Time.deltaTime * speed);
In Update
transform.up is up relative to the rotation. So if the camera is facinf forward that should work for your sprite.
transform.Translate(transform.up* Time.deltaTime * SheepMovementSpeed )
So I'm trying to make an FPS-type game and is it possible to have a GameObject locked on the Y-axis/not able to move up or down? The GameObject is a model of an AWP from Counter Strike, I am making it move around the plane with the WASD keys, and when I use the mouse to look up/down, the AWP goes diagonally to where I'm looking, and I don't want that. My game looks like this: Screenshot
Here's the code I have for the AWP if it helps:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class AWPscript : MonoBehaviour {
public float speed = 5f;
// public float sensitivityX = 15.0f;
// public float sensitivityY = 15.0f;
public Camera MainCamera;
public Camera scopeCamera;
public float lookSensitivity = 10f;
public float xRotation ;
public float yRotation ;
public float currentXRotation;
public float currentYRotation;
public float xRotationV;
public float yRotationV;
public GameObject Scopepng;
public float lookSmoothDamp = 0.1f;
public Image ScopePNG;
public AudioClip sound;
// Use this for initialization
void Start () {
speed = 7.5f;
}
// Update is called once per frame
void Update () {
if(Input.GetKey(KeyCode.W))
transform.Translate(Vector3.forward * Time.deltaTime*speed);
if (Input.GetKey(KeyCode.S))
transform.Translate(Vector3.back * Time.deltaTime * speed);
if (Input.GetKey(KeyCode.A))
transform.Translate(Vector3.left * Time.deltaTime * speed);
if (Input.GetKey(KeyCode.D))
transform.Translate(Vector3.right * Time.deltaTime * speed);
if (Input.GetKey(KeyCode.LeftControl))
speed = 15f;
lookAround();
scope();
}
void scope()
{
if (Input.GetMouseButton(1))
{
MainCamera.enabled = false;
scopeCamera.enabled = true;
ScopePNG.enabled = true;
}
else
{
MainCamera.enabled = true;
scopeCamera.enabled = false;
ScopePNG.enabled = false;
}
}
void lookAround()
{
xRotation -= Input.GetAxis("Mouse Y") * lookSensitivity;
yRotation += Input.GetAxis("Mouse X") * lookSensitivity;
transform.rotation = Quaternion.Euler(xRotation, yRotation, 0);
}
}
Here's probably the simplest solution:
void Update () {
if(Input.GetKey(KeyCode.W))
transform.Translate(Vector3.forward * Time.deltaTime*speed);
if (Input.GetKey(KeyCode.S))
transform.Translate(Vector3.back * Time.deltaTime * speed);
if (Input.GetKey(KeyCode.A))
transform.Translate(Vector3.left * Time.deltaTime * speed);
if (Input.GetKey(KeyCode.D))
transform.Translate(Vector3.right * Time.deltaTime * speed);
if (Input.GetKey(KeyCode.LeftControl))
speed = 15f;
LookAround();
Scope();
JoeFix();
}
public float fixedFloatingHeightMeters; // set to say 1.4 in the editor
private void JoeFix()
{
Vector3 p = transform.position;
p.y = fixedFloatingHeightMeters;
transform.position = p;
}
PS! you really MUST rename lookAround to LookAround and scope to Scope. It can affect things later
Here's kind of an advanced piece of information that may be more what you want. Please try this also!
Currently you have a vector that is the NOSE OF THE OBJECT pointing.
Say the thing is heading NORTH, ok?
So, transform.forward is pointing North BUT, IT IS POINTING "DOWN A BIT".
Although it is pointing north, if you saw it from the side that vector is pointing DOWN A BIT.
What you really want is that vector, but FLAT, NOT POINTING DOWN OR UP. Right?!
In fact here's the magic to do that:
Vector3 correctDirectionButPossiblyDownOrUp = transform.forward;
Vector3 correctDirectionButFlatNoDownOrUp;
correctDirectionButFlatNoDownOrUp
= Vector3.ProjectOnPlane(
correctDirectionButPossiblyDownOrUp,
Vector3.up );
correctDirectionButFlatNoDownOrUp.Normalize();
correctDirectionButFlatNoDownOrUp is now the "magic" vector you want.
But, don't forget Translate works in LOCAL SPACE. (the "object's" idea of the world.) You very much want to move it in world space, which is easy. Notice the last argument: https://docs.unity3d.com/ScriptReference/Transform.Translate.html
transform.Translate(
correctDirectionButFlatNoDownOrUp * Time.deltaTime*speed,
Space.World);
So that's it !
footnote Don't forget "Vector3.up" has absolutely no connection to "Vector3".
If you don't need the gravity then removing the RigidBody component will stop Unity applying gravity and it will hover.