Using unity FPSController asset, here's the code for actually moving the camera called in LateUpdate() method.
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);
}
}
At first, I thought I was just having FPS issues, but the game is completely smooth when the camera is not moving, as soon as movement starts, the camera is extremely jittery. further testing it feels like the camera only moves when I stop moving my mouse. Like it knows where it should be but doesn't get there smoothly, just gets there when you're done inputting your movement. I've tried lowering the rotation speed variable to make sure its not a sensitivity thing. Same problem.
Related
I am creating a Jump and run game but you are driving with a car. I use the the Wheel Joint 2D collider and I am also able to jump. Here is my code for the movement:
void Update()
{
movement = Input.GetAxis("Horizontal");
if (Input.GetButtonDown("Jump") && IsGrounded())
{
carRb.velocity = new Vector2(carRb.velocity.x, jumpForce);
}
if (Input.GetButtonUp("Jump") && carRb.velocity.y > 0f)
{
carRb.velocity = new Vector2(carRb.velocity.x, carRb.velocity.y * 0.5f);
}
}
private void FixedUpdate()
{
backTire.AddTorque(-movement * speed * Time.fixedDeltaTime);
frontTire.AddTorque(-movement * speed * Time.fixedDeltaTime);
carRb.AddTorque(-movement * carTorque * Time.fixedDeltaTime);
}
It works just fine but when I am fast and jump I rotate completely around my own axis and I land on my head and can't move anymore. Therefore I want to limit the rotation of the z-axis to a certain degree so that it won't happen anymore. I looked up how to do it but it doesn't fit for my car-context. Do you have any idea?
I would be very grateful
You have multiple options to solve this:
Freeze the rotation axis on the rigibody (very limiting option)
Detect the faulty position as "upside-down + grounded" and respawn the vehicle after 2s
Forcefully rotate the vehicle back to normal rotation when it's grounded (not in air anymore, so you still allow flips in the air)
Limit the angle via script.
Last thing could be done like this:
Vector3 eulerRot = rb.rotation.eulerAngles; // read current rotation
eulerRot.z = Mathf.Clamp(eulerRot .y, minRotation, maxRotation); // clamp it only on z axis.
rb.rotation = Quaternion.Euler(eulerRot); // set clamped rotation
How to create collisions for a flying camera in Unity 3d? to prevent the camera from falling into objects on the scene. My camera script snippet:
public class FlyCamera : MonoBehaviour
{
void FixedUpdate()
{
if (!isAlternative)
SetCameraMovement();
}
private void SetCameraMovement()
{
lastMouse = Input.mousePosition - lastMouse;
lastMouse = new Vector3(-lastMouse.y * camSens, lastMouse.x * camSens, 0);
lastMouse = new Vector3(transform.eulerAngles.x + lastMouse.x, transform.eulerAngles.y + lastMouse.y, 0);
if (Input.GetMouseButton(1))
transform.eulerAngles = lastMouse;
lastMouse = Input.mousePosition;
GetBaseInput();
transform.position = Vector3.Lerp(transform.position, NewPosition, Time.deltaTime * movementTime);
}
private void GetBaseInput()
{
Speed = Input.GetKey(KeyCode.LeftShift) ? superSpeed : mainSpeed;
if (Input.GetKey(KeyCode.W))
NewPosition += transform.forward * Speed;
if (Input.GetKey(KeyCode.S))
NewPosition += transform.forward * -Speed;
if (Input.GetKey(KeyCode.A))
NewPosition += transform.right * -Speed;
if (Input.GetKey(KeyCode.D))
NewPosition += transform.right * Speed;
}
}
If you want to achieve a RTS-like flying camera, you can set the camera to a parent dolly-like object and keep it looking at that object:
Object (Camera Dolly) -> this is moved by wasd and is rotated to the desired view angle
Child object: Camera -> only the camera's position.y is ever changed
Then, on a custom script on the dolly in Update(), send a LineCast from the dolly to the camera. When the cast hits a collider (important to use e.g. tags here so it does not collide with anything, like e.g. units) in the world, gradually (over time) reduce the camera's position.y and if nothing is hit, gradually increase it to the desired height. It will not entirely prevent the camera from clipping trough bigger objects but move it so it doesn't stay "inside" a collider. Something like that is also typically used in RPG third person cameras.
Please let me know if more clarification is needed!
Edit: I'd do that only for really big view-blocking objects though, not for the terrain or smaller buildings/units - at least if your goal is more of an RTS or sim game.
Edit2: In a solar system setting, it is a bit more complicated. A few options:
Before translating the camera, do a SphereCast (in the desired (final) movement direction with sphere radius of minimum allowed distance to any object) against all celestial object SphereColliders and set your "NewPosition" to the nearest hitPoint minus the desired minimum allowed distance to a celestial object. Also add some margin here, so the camera doesn't get stuck. This would be a continuous collision detection approach.
Everytime after translating the camera , do a CheckSphere (sphere radius is allowed minium distance to any object) against all celestial objects and as long as there is any hitpoint, lerp the camera position out of it over time. This is a "softer" looking approach, but if you fly very fast, it can still clip into something.
You can savely do both in LateUpdate().
Better put you camera movement in the LateUpdate() as adviced in the docs.
With a rigidbody and a collider properly set for the collision detection. Check docs so that you can detect the collisions properly.
Check that " Notes: Collision events are only sent if one of the colliders also has a non-kinematic rigidbody attached", so your camera could be one gameObject with no rigidbody, so that you can fly free and collide.
I case you might need physics behaviour for yout camera and you want it also to behave as a rigidbody I would set the camera movement with rigidbody.SetPosition instead of with transform.position = new Vector3(), as you need to choose to set the transform in the geometric or the physics world.
Also you would need to uncheck the gravity option not to fall.
I have a problem.
I want to use joystick to movement player.
I want to rotate camera if player click ANYWHERE ELSE on screen.
Here is picture
My problem:
If the player use joystick then camera rotate too!
I tried IsPointerOverGameObject not good, because player press the joystick and drag it to the screen then joystick still work, but camera rotate again :(
So I think if player use joystick then I disable rotate camera, but not good, because If player use two fingers it is possible both at the same time. (one finger joystick and one finger screen)
public float speed = 2.0f;
private float X;
private float Y;
void Update() {
if (Input.GetMouseButton (0)) {
if(!EventSystem.current.IsPointerOverGameObject ()) {
transform.Rotate (new Vector3 (Input.GetAxis ("Mouse Y") * speed, -Input.GetAxis ("Mouse X") * speed, 0));
X = transform.rotation.eulerAngles.x;
Y = transform.rotation.eulerAngles.y;
transform.rotation = Quaternion.Euler (X, Y, 0);
}
}
}
So another solution is needed.
If player use the joystick, do not move the camera.
But if player use it with two fingers (one with the joystick and the other with the camera allowed!)
I hope you understand. (similar to other shooting games).
Thanks!
I am having a problem with the camera following the player. When the player moves, the camera shakes and this effect is more noticeable when the player is in the crouched position. I am using root motion for the player with animations by mixamo.
Player Script:
Transform cameraT;
void Start () {
cameraT = Camera.main.transform;
}
void FixedUpdate ()
{
float sideMotion = Input.GetAxis("SideMotion");
float straightMotion= Input.GetAxis("StraightMotion");
if (Mathf.Abs(sideMotion) > 0 || Mathf.Abs(straightMotion) > 0)
{
transform.eulerAngles = new Vector3(transform.eulerAngles.x,
cameraT.eulerAngles.y);
}
}
Camera Script:
public float distanceFromPlayer=2f;
public float mouseSensitivity=6;
public Transform player;
public Vector2 pitchConstraint= new Vector2(-30,80);
Vector3 rotationSmoothVelocity;
Vector3 currentRotation;
public float rotationSmoothTime = 0.2f;
float yaw; //Rotation around the vertical axis is called yaw
float pitch; //Rotation around the side-to-side axis is called pitch
private void LateUpdate()
{
yaw += Input.GetAxis("Mouse X") * mouseSensitivity;
pitch -= Input.GetAxis("Mouse Y") * mouseSensitivity;
pitch = Mathf.Clamp(pitch, pitchConstraint.x, pitchConstraint.y);
currentRotation = Vector3.SmoothDamp
(currentRotation, new Vector3(pitch, yaw), ref rotationSmoothVelocity, rotationSmoothTime);
transform.eulerAngles = currentRotation;
transform.position = player.position - transform.forward * distanceFromPlayer;
}
For public transform I just added an empty game object to player chest level and parented it to the player. I got the rotating camera smoothly trick from an online tutorial but that exact thing won't work on player rotation though.
A character controller is attached to player without any rigidbody or collider.
You are going to want to use Lerp on the camera in order to smooth its motion from one position to another. The Scripting API has a good example of Vector3.Lerp.
So in your case, you could add a public variable for smoothing position as well. Something like positionSmoothTime. Then make a "Desired Position" variable, we'll call it destPosition.
Vector3 destPosition = player.position - transform.forward * distanceFromPlayer;
transform.position = Vector3.Lerp(transform.position, destPosition, positionSmoothTime);
This should effectively smooth it to where the stuttering should go away. Another thing that will help that someone else mentioned is using a part of the body that moves less (Like the head) as the target. This combined with the Lerp function will give you a smooth camera movement.
Another large help would be to move things into the Update() function. The reason being is FixedUpdate() doesn't get called every frame. So you could potentially get stutter as a result. If you move everything into Update() it will update every frame and help smooth things out. If you do this though you will need to multiply all movement by Time.deltaTime as shown in the example below.
Vector3 destPosition = (player.position - transform.forward * distanceFromPlayer) * Time.deltaTime;
For more examples, check the links to each function to see Unity's documentation on it. It has examples of everything I've shown here.
I'm making a basic 2D space shooter game in unity. I have the movements working fine and the camera follows the player. I've been scratching my head over how to give the camera a slight delay from the player moving to the camera moving to catch up to it without it teleporting. I was told to use a Vector3.Lerp and tried a few things from stackoverflow answers but none seemed to work with the way my code is set up. Any suggestions?
(myTarget is linked to the player)
public class cameraFollower : MonoBehaviour {
public Transform myTarget;
void Update () {
if(myTarget != null){
Vector3 targPos = myTarget.position;
targPos.z = transform.position.z;
transform.position = targPos;
}
}
}
If you linear interpolate (Lerp) you risk that Time.deltaTime * speed > 1 in which case the camera will start to extrapolate. That is, instead of following it will get in front if your target.
An alternative is to use pow in your linear interpolation.
float speed = 2.5f;
float smooth = 1.0f - Mathf.Pow(0.5f, Time.deltaTime * speed);
transform.position = Vector3.Lerp(transform.position, targetPos, smooth);
Mathf.Pow(0.5, time) means that after 1/speed second, half of the distance to the target point will be travelled.
The idea with Lerping camera movement is to gradually and smoothly have the camera make its way to the target position.
The further away the camera is, the bigger the distance it will travel per frame, but the closer the camera is, the distance per frame becomes smaller, making the camera ease into its target position.
As an example, try replacing your transform.position = targPos; line with:
float speed = 2.5f; // Set speed to whatever you'd like
transform.position = Vector3.Lerp(transform.position, targPos, Time.deltaTime * speed);