I made a Gun Script (using YT videos) and a Bullethole GameObject should Instantiate at the Position the RayCast hits an Object. But it is always at 0 0 0. I tried many thing but non work.
GameObject bulletHoleClone = Instantiate(bulletHole, rayHit.point, Quaternion.Euler(0, 180, 0));
Destroy(bulletHoleClone, bulletHoleTime);
Whole Code:
using TMPro;
using UnityEngine;
public class GunScript : MonoBehaviour
{
//Gun Stats
public int damage;
public float timeBetweenShooting, spread, range, reloadTime, timeBetweenShots;
public int magazineSize, bulletsPerTap;
public bool allowHoldButton;
int bulletsLeft, bulletsShot;
private float normalSpread;
//bools
bool shooting, readyToShoot, reloading;
//Graphics
public CameraShake camShake;
public float camShakeStrengh, camShakeDuration;
public GameObject muzzleFlash, bulletHole;
public TextMeshProUGUI text;
public float muzzleFlashTime = 0.1f; //Will be deleted after there is an actual Effect and not a Box
public float bulletHoleTime = 3f;
//Refrences
public Camera fpsCam;
public Transform attackPoint;
private RaycastHit rayHit;
public LayerMask dafuqIsEnemey;
private Rigidbody rb;
private void Awake()
{
rb = GetComponent<Rigidbody>();
bulletsLeft = magazineSize;
readyToShoot = true;
normalSpread = spread;
}
private void Update()
{
MyInput();
//Set Text to BulletAmount
text.SetText(bulletsLeft + " / " + magazineSize);
}
private void MyInput()
{
if (allowHoldButton) shooting = Input.GetKey(KeyCode.Mouse0);
else shooting = Input.GetKeyDown(KeyCode.Mouse0);
if (Input.GetKeyDown(KeyCode.R) && bulletsLeft < magazineSize && !reloading) Reload();
//PewPew
if (readyToShoot && shooting && !reloading && bulletsLeft > 0)
{
bulletsShot = bulletsPerTap;
Shoot();
}
if (rb.velocity.magnitude > 0)
spread = normalSpread * 1.5f;
else spread = normalSpread;
if (Input.GetKey(KeyCode.LeftControl))
spread = normalSpread * 2f;
else spread = normalSpread;
}
private void Shoot()
{
readyToShoot = false;
//Bullets go BRRRRRRRRRR
float x = Random.Range(-spread, spread);
float y = Random.Range(-spread, spread);
//Calculate Direction with Spread
Vector3 direction = fpsCam.transform.forward + new Vector3(x, y, 0);
//Maybe Add that the Ray Isnt coming out of your Head. Instead make it apear on the GunTip
if (Physics.Raycast(fpsCam.transform.position, direction, out rayHit, range, dafuqIsEnemey))
{
Debug.Log(rayHit.collider.name);
if (rayHit.collider.CompareTag("Enemy"))
{
Debug.Log("Hit An Enemy");
//rayHit.collider.GetComponent<ShootingAi>().TakeDamage(damage);
}
}
//Shake Camera
camShake.Shake(camShakeDuration, camShakeStrengh);
//Graphics
GameObject bulletHoleClone = Instantiate(bulletHole, rayHit.point, Quaternion.Euler(0, 180, 0));
GameObject muzzleClone = Instantiate(muzzleFlash, attackPoint.position, Quaternion.identity);
Destroy(muzzleClone, muzzleFlashTime);
Destroy(bulletHoleClone, bulletHoleTime);
Debug.Log(rayHit.point);
bulletsLeft--;
bulletsShot--;
Invoke("ResetShot", timeBetweenShooting);
if (bulletsShot > 0 && bulletsLeft > 0)
Invoke("Shoot", timeBetweenShooting);
}
private void ResetShot()
{
readyToShoot = true;
}
private void Reload()
{
reloading = true;
Invoke("ReloadFinished", reloadTime);
}
private void ReloadFinished()
{
bulletsLeft = magazineSize;
reloading = false;
}
}
You're not hitting anything. You check to see if you hit something, and then spawn a bullet hole even if you didn't hit anything.
If you didn't hit anything, there isn't anywhere to put a bullet hole.
The problem is that you're using the raycast hit as a local variable, which allows you to use it outside of the scope where it's actually valid.
Delete rayHit from your class and define it in the raycast instead, like
out RaycastHit rayHit
then it should only be scoped for the if statement and you'll get a compiler error anywhere it's not valid.
This brings up a larger question about what do you do if it misses an enemy, or which layers you should be raycasting against. Personally I think you'd want to raycast against everything, then you can try to determine what you hit and what that means later. Only other really good alternative would be to raycast against enemies, then repeat that against objects if that misses, but it's a lot of overhead to keep spinning up the raycasting engine. You'd be better off firing against multiple layers and getting the layer off the collider.
PS too your spread is probably way, way too big. For values of spread, 0.01 is half a degree, 0.1 is five degrees, 1 is 45 degrees.
I found the Problem. Just tell the Gun that the Layer "Ground" is also an Enemy. Now it works. Thanks
Basically you need to Transform Direction e.g camTrans.TransformDirection. You can try this way
public class Raytest : MonoBehaviour
{
public Camera fpsCam;
public float maxDistance = 200f;
public bool update = true;
public GameObject objectToSpawn;
private void Update()
{
if(!update) return;
var camTrans = fpsCam.transform;
if (Physics.Raycast(camTrans.position, camTrans.TransformDirection(Vector3.forward), out var hit, maxDistance))
{
Debug.DrawRay(camTrans.position, camTrans.TransformDirection(Vector3.forward) * hit.distance, Color.red);
Debug.Log("Did Hit");
var clone = Instantiate(objectToSpawn, hit.point, Quaternion.Euler(0, 180, 0));
update = false;
}
else
{
Debug.DrawRay(camTrans.position, camTrans.TransformDirection(Vector3.forward) * 1000, Color.white);
Debug.Log("Did not Hit");
}
}
}
After hitting raycast
Related
Context
So I'm making a clone of Crossy Roads where the camera follows the player. It does some linear interpolation (Lerp) after moving, and the camera starts moving away from the player in the positive direction (x-axis until camera reaches to a certain range where player is not visible enough). Things I have tried is by flagging it, but I think I'm doing it wrong.
Problem
I have done my camera movements accordingly, but I am having an issue where the conditions are not properly met. I'm get the offset camera after not moving, but it does not the Lerp, and vice-versa. I want both to happen after a certain condition after the game starts. When the player moves, the camera follows it in Lerp. However, once the player is "Idle", its still Lerping. I want the camera to continue by itself and at the same time focus at the player's object.
Example
Camera with Lerp, but not moving away from the player
Camera moving away, but not following player with lerp
Code
CameraController.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/*
** Camera following player (Smoothing and angle): https://youtu.be/4HpC--2iowE
** Maximo: https://www.youtube.com/watch?v=bXNFxQpp2qk&ab_channel=iHeartGameDev
** Moving character relative to camera: https://forum.unity.com/threads/moving-character-relative-to-camera.383086/
** Camera follow v2: https://youtu.be/Jpqt2gRHXtc?list=PLq_nO-RwB516fNlRBce0GbtJSfysAjOgU
*/
public class CameraController : MonoBehaviour
{
public GameObject player;
public PlayerControl playerControlScript;
private Vector3 newCameraPos;
public bool stillIdle;
void Start()
{
stillIdle = false;
PlayerControl playerControlScript = GetComponent<PlayerControl>();
}
void LateUpdate()
{
player = GameObject.FindGameObjectWithTag("Player");
if (playerControlScript.GetfirstInput()) //True
{
stillIdle = true;
newCameraPos = Vector3.Lerp(transform.position, playerControlScript.transform.position, Time.deltaTime);
transform.position = new Vector3(newCameraPos.x, 1, newCameraPos.z);
}
if (stillIdle)
transform.position = new Vector3(transform.position.x + 0.69f * Time.deltaTime, transform.position.y, transform.position.z); //Moving camera away effect
}
}
PlayerControl.cs
public class PlayerControl : MonoBehaviour
{
bool firstInput;
Vector3 startPos;
Vector3 endPos;
public bool GetfirstInput() //I was learning how to have a Get function while my member was private from another script file
{
return firstInput;
}
void Update()
{
if (Input.GetButtonDown("up") || Input.GetButtonDown("left") || Input.GetButtonDown("right") || Input.GetButtonDown("down"))
{
//if game starts
{
//Other variables being initialized here
firstInput = true;
}
}
}
}
Hierarchy/Inspector
Main Camera
Player Object
Some help would be appreciate it. I feel I have been staring at this problem and I bet it is something minimal and small from just thinking it.
Let me know if you need clarifications. I'm happy to edit and answer them for everyone
If player in your game does not change, you don't have to find the player reference in each LateUpdate().
I notice that once stillIdle is set true, it never goes back to false, is this your intention to do that?
You call Lerp when playerControlScript.GetfirstInput() is true, so maybe we need to look at its implementation. Maybe it turns true in some conditions you do not intend it to.
Maybe Try this
public class PlayerControl : MonoBehaviour
{
private bool _hasFireFirstInput = false;
private bool _isIdle = true;
public bool IsIdle => _isIdle;
public bool HasFireFirstInput => _hasFireFirstInput;
private void Update()
{
if (Input.GetButton("Horizontal") || Input.GetButton("Vertical"))
{
_hasFireFirstInput = true;
_isIdle = false;
Vector3 pos = transform.position;
pos = new Vector3(pos.x, pos.y, pos.z + .2f * Time.deltaTime);
transform.position = pos;
}
else
{
_isIdle = true;
}
}
}
I use Input.GetButton() rather than Input.GetButtonDown(), since the later only return true at the frame the button is pressed, meaning that if i long-press the button, it will return false after the next frame.
public class CameraController : MonoBehaviour
{
[SerializeField] PlayerControl _playerControlScript;
[SerializeField] Vector3 _offset;
[SerializeField] float _lerpSpeed;
bool _iskeepLerping = false;
float _lerpVal = 0f;
private void LateUpdate()
{
if (!_playerControlScript.HasFireFirstInput)
{
return;
}
if (_playerControlScript.IsIdle)
{
MoveAway();
}
else
{
Lerp();
}
}
private void MoveAway()
{
_iskeepLerping = false;
transform.position = new Vector3(transform.position.x + 0.69f * Time.deltaTime, transform.position.y, transform.position.z);
}
private void Lerp()
{
if (!_iskeepLerping)
{
_lerpVal = 0f;
}
Vector3 newCameraPos = Vector3.Lerp(transform.position, _playerControlScript.transform.position + _offset, _lerpVal);
transform.position = newCameraPos;
_lerpVal += _lerpSpeed * Time.deltaTime;
_iskeepLerping = true;
}
}
I am making a first person shooter using bullets and I'm trying to find a way to delete the instances when it hits an enemy or the wall but its not working. The way I've done it is to give all the walls and enemy's a tag for specific collision detection but it doesn't seem to be working
for me.
plz help
using UnityEngine;
using TMPro;
public class BulletShoot : MonoBehaviour
{
//bullet
public GameObject bullet;
//bullet force
public float shootForce, upwardForce;
//Gun stats
public float timeBetweenShooting, spread, reloadTime, timeBetweenShots;
public int magazineSize, bulletsPerTap;
public bool allowButtonHold;
int bulletsLeft, bulletsShot;
//Recoil
public Rigidbody playerRb;
public float recoilForce;
//bools
bool shooting, readyToShoot, reloading;
//Reference
public Camera fpsCam;
public Transform attackPoint;
//Graphics
public GameObject muzzleFlash;
public TextMeshProUGUI ammunitionDisplay;
//bug fixing :D
public bool allowInvoke = true;
private void Awake()
{
//make sure magazine is full
bulletsLeft = magazineSize;
readyToShoot = true;
}
private void Update()
{
MyInput();
//Set ammo display, if it exists :D
//if (ammunitionDisplay != null)
//ammunitionDisplay.SetText(bulletsLeft / bulletsPerTap + " / " + magazineSize / bulletsPerTap);
}
private void MyInput()
{
//Check if allowed to hold down button and take corresponding input
if (allowButtonHold) shooting = Input.GetKey(KeyCode.Mouse0);
else shooting = Input.GetKeyDown(KeyCode.Mouse0);
//Reloading
if (Input.GetKeyDown(KeyCode.R) && bulletsLeft < magazineSize && !reloading) Reload();
//Reload automatically when trying to shoot without ammo
if (readyToShoot && shooting && !reloading && bulletsLeft <= 0) Reload();
//Shooting
if (readyToShoot && shooting && !reloading && bulletsLeft > 0)
{
//Set bullets shot to 0
bulletsShot = 0;
Shoot();
}
}
private void Shoot()
{
readyToShoot = false;
//Find the exact hit position using a raycast
Ray ray = fpsCam.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0)); //Just a ray through the middle of your current view
RaycastHit hit;
//check if ray hits something
Vector3 targetPoint;
if (Physics.Raycast(ray, out hit))
targetPoint = hit.point;
else
targetPoint = ray.GetPoint(75); //Just a point far away from the player
//Calculate direction from attackPoint to targetPoint
Vector3 directionWithoutSpread = targetPoint - attackPoint.position;
//Calculate spread
float x = Random.Range(-spread, spread);
float y = Random.Range(-spread, spread);
//Calculate new direction with spread
Vector3 directionWithSpread = directionWithoutSpread + new Vector3(x, y, 0); //Just add spread to last direction
//Instantiate bullet/projectile
GameObject currentBullet = Instantiate(bullet, attackPoint.position, Quaternion.identity); //store instantiated bullet in currentBullet
//Rotate bullet to shoot direction
currentBullet.transform.forward = directionWithSpread.normalized;
//Add forces to bullet
currentBullet.GetComponent<Rigidbody>().AddForce(directionWithSpread.normalized * shootForce, ForceMode.Impulse);
currentBullet.GetComponent<Rigidbody>().AddForce(fpsCam.transform.up * upwardForce, ForceMode.Impulse);
if(currentBullet.gameObject.CompareTag("Enemy"))
{
Destroy(currentBullet.gameObject, 3);
}
if (currentBullet.gameObject.CompareTag("Thing"))
{
Destroy(currentBullet.gameObject, 3);
}
//Instantiate muzzle flash, if you have one
if (muzzleFlash != null)
Instantiate(muzzleFlash, attackPoint.position, Quaternion.identity);
bulletsLeft--;
bulletsShot++;
//Invoke resetShot function (if not already invoked), with your timeBetweenShooting
if (allowInvoke)
{
Invoke("ResetShot", timeBetweenShooting);
allowInvoke = false;
//Add recoil to player (should only be called once)
playerRb.AddForce(-directionWithSpread.normalized * recoilForce, ForceMode.Impulse);
}
//if more than one bulletsPerTap make sure to repeat shoot function
if (bulletsShot < bulletsPerTap && bulletsLeft > 0)
Invoke("Shoot", timeBetweenShots);
}
private void ResetShot()
{
//Allow shooting and invoking again
readyToShoot = true;
allowInvoke = true;
}
private void Reload()
{
reloading = true;
Invoke("ReloadFinished", reloadTime); //Invoke ReloadFinished function with your reloadTime as delay
}
private void ReloadFinished()
{
//Fill magazine
bulletsLeft = magazineSize;
reloading = false;
}
}
I have two things to say.
The first is, it seems a little unnecessary to have a bullet object if you are using raycasting to find where you have hit, but it's alright if you want to do it like that.
The second is that the bullet object is not instant, so when you add forces to the bullet in Shoot(), the bullet still hasn't moved yet. You are then checking if it has collided with anything on the same frame, also in Shoot(), which still means the bullet hasn't moved yet. I would recommend moving the collision detection out of the Shoot() method and into a separate method that I would then call in update(), separately from Input().
Hope this helped :D
Hello everyone and thanks in advance for your answers!
I am a beginner in unity, coding my second game after i finshed a couple of tutorials.
Since today, i noticed that suddenly all my "GameObjects" have a "UnityEngine." in front of them.
I have no idea how that happened, and it is also not just in one script, but all of them. Heres an example of it:
UnityEngine.GameObject item = (UnityEngine.GameObject)Instantiate(itemGOList[i], spawnTransform, spawnRotation);
This worked fine before without the "UnityEngine.", but now it only works when its written this way.
Do you know how this could have happened and how to revert it?
This is one of the scripts:
using UnityEngine;
using UnityEngine.EventSystems;
public class Turret : MonoBehaviour
{
private Transform target;
private Enemy targetEnemy;
[Header("General")]
public float range = 10f;
[Header("Use Bullets/missiles (default)")]
public UnityEngine.GameObject bulletPrefab;
public float fireRate = 1f;
private float fireCountdown = 0f;
public AudioClip shootingSound;
private AudioSource audioSource;
[Header("Use Laser (default)")]
public bool useLaser = false;
public int damageOverTime = 20;
public float slowAmount = .5f;
public LineRenderer lineRenderer;
public ParticleSystem impactEffect;
public Light impactLight;
[Header("Unity Setup Fields")]
public string enemyTag = "Enemy";
public Transform partToRotate;
public float turnSpeed = 10f;
public Transform firePoint;
void Start()
{
InvokeRepeating(nameof(UpdateTarget), 0f, 0.3f); // Call the UpdateTarget Method after 0 seconds, then repeat every 0.3 seconds.
audioSource = GetComponent<AudioSource>(); //Puts the AudioSource of this GO (the turret) into the variable audioSource.
}
void UpdateTarget ()
{
UnityEngine.GameObject[] enemies = UnityEngine.GameObject.FindGameObjectsWithTag(enemyTag); // Find all enemies (and store in a list?).
float shortestDistance = Mathf.Infinity; // Create a float for the shortest distance to an enemy.
UnityEngine.GameObject nearestEnemy = null; // Create a variable which stores the nearest enemy as a gameobject.
foreach (UnityEngine.GameObject enemy in enemies) // Loop through the enemies array.
{
float distanceToEnemy = Vector3.Distance(transform.position, enemy.transform.position); //Get the distance to each enemy and stores it.
if (distanceToEnemy < shortestDistance) // If any of the enemies is closer than the original, make this distance the new shortestDistance and the new enemy to the nearestEnemy.
{
shortestDistance = distanceToEnemy;
nearestEnemy = enemy;
}
}
if (nearestEnemy != null && shortestDistance <= range) // Sets the target to the nearestEnemy (only if its in range and not null).
{
target = nearestEnemy.transform;
targetEnemy = nearestEnemy.GetComponent<Enemy>();
}
else
{
target = null;
}
}
void Update()
{
if (target == null) // If there is no target, do nothing.
{
if (useLaser)
{
if (lineRenderer.enabled)
{
lineRenderer.enabled = false;
impactEffect.Stop();
impactLight.enabled = false;
audioSource.Stop();
}
}
return;
}
LockOnTarget();
if (useLaser)
{
Laser();
}
else
{
if (fireCountdown <= 0f)
{
Shoot();
fireCountdown = 1f / fireRate;
}
fireCountdown -= Time.deltaTime;
}
}
void Laser()
{
targetEnemy.TakeDamage(damageOverTime * Time.deltaTime);
targetEnemy.Slow(slowAmount);
if (!lineRenderer.enabled)
{
lineRenderer.enabled = true;
impactEffect.Play();
impactLight.enabled = true;
if (audioSource.isPlaying == false)
{
audioSource.Play();
}
}
lineRenderer.SetPosition(0, firePoint.position);
lineRenderer.SetPosition(1, target.position);
Vector3 dir = firePoint.position - target.position;
impactEffect.transform.position = target.position + dir.normalized * 1f;
impactEffect.transform.rotation = Quaternion.LookRotation(dir);
}
void LockOnTarget()
{
Vector3 dir = target.position - transform.position; // Store the direction from turret to target.
Quaternion lookRotation = Quaternion.LookRotation(dir); // I have no idea how this works...
Vector3 rotation = Quaternion.Lerp(partToRotate.rotation, lookRotation, Time.deltaTime * turnSpeed).eulerAngles; // Convert quaternion angles to euler angles and Lerp it (smoothing out the transition).
partToRotate.rotation = Quaternion.Euler(0f, rotation.y, 0f); // Only rotate around the y-axis.
}
void Shoot()
{
UnityEngine.GameObject bulletGO = (UnityEngine.GameObject)Instantiate(bulletPrefab, firePoint.position, firePoint.rotation); // Spawn a bullet at the location and rotation of firePoint. (Also makes this a GO to reference it.
Bullet bullet = bulletGO.GetComponent<Bullet>(); // I have no idea how this works...
audioSource.PlayOneShot(shootingSound, 0.2f);
if (bullet != null) // If there is a bullet, use the seek method from the bullet script.
{
bullet.Seek(target);
}
}
void OnDrawGizmosSelected() // Do this method if gizmo is selected.
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, range); // Draw a wire sphere on the selected point (selected turret f. e.) and give it the towers range.
}
}
The problem was that i had a script called "GameObject" in my Unity Project.
I was also able to rename all "UnityEngine.GameObject" to "Gameobject" by using the Quick Action in Visual Studio.
Hey Guys I've been having a problem lately that I cant seem to solve.
A sprite is supposed to roam around (as it does) while nothing is inside its radius, however if the player moves close to it the sprite should theoretically move towards it and stop roaming.
The sprite doesn't follow the player and cant even see its tag since I cant even see the contents of the "Collider2D[] hits".
using System.Collections.Generic;
using UnityEngine;
public class FireCultist : MonoBehaviour
{
public float moveTimeSeconds; //Time it will take object to move, in seconds.
private float xMax = 10.0f; // The boundaries of the spawn area
private float yMax = 10.0f;
private float xMin = -10.0f; // The boundaries of the spawn area
private float yMin = -10.0f;
public int xDistanceRange; // The max distance you can move at one time
public int yDistanceRange;
private BoxCollider2D boxCollider; //The BoxCollider2D component attached to this object.
private Rigidbody2D rb2D; //The Rigidbody2D component attached to this object.
private float inverseMoveTime; //Used to make movement more efficient.
public Vector2 start;
public Vector2 end;
public bool roam = true;
public Collider2D[] hits;
void Start()
{
boxCollider = GetComponent<BoxCollider2D>();
rb2D = GetComponent<Rigidbody2D>();
inverseMoveTime = 1f / moveTimeSeconds;
InvokeRepeating("RandomMove", 0.0f, 5.0f);
}
void Update()
{
Collider2D[] hits = Physics2D.OverlapCircleAll(transform.position, 10); // returns all colliders within radius of enemy
int i = 0;
while(hits.Length > i)
{
Debug.Log("Sees");
Debug.Log(hits[i]);
i++;
}
followPlayer();
if (roam)
{
Debug.Log("Roam");
transform.position = Vector2.MoveTowards(transform.position, end, inverseMoveTime * Time.deltaTime); //Random move to new position
}
}
public void followPlayer()
{
foreach (Collider2D hit in hits)
{
if (hit.tag == "Player") // if the player is within a radius
{
Debug.Log("Chasing Player");
transform.position = Vector2.MoveTowards(transform.position, GameObject.Find("Prefabs/Player").GetComponent<Transform>().position, inverseMoveTime * Time.deltaTime); // chase player
roam = false;
}
else
{
Debug.Log("Continues");
roam = true; // Continue RandomMove()
}
}
}
public void RandomMove() // gets random coordinates near enemy and moves there
{
float xDistance = Random.Range(-xDistanceRange, xDistanceRange); // check
float yDistance = Random.Range(-yDistanceRange, yDistanceRange);// check
if (xDistance < xMax && xDistance > xMin && yDistance < yMax && yDistance > yMin && roam == true) // If within boundaries of walking space
{
start = transform.position;
end = start + new Vector2(xDistance, yDistance);
Debug.Log("Roaming From : " + start + " To : " + end);
}
}
}
The roaming algorithm works however not too sure about the tag detection.
The script belongs to this enemy object
Player Object Properties
It looks like you are declaring a new hits variable during every update instead of using your class-level variable. This means the variable inside of followPlayer() will never be instantiated, and the information will not be passed between the two methods.
Try this:
void Update()
{
hits = Physics2D.OverlapCircleAll(transform.position, 10);
//...
}
You might also consider attaching a trigger collider to the enemy which sends a notification when the player enters/exits the trigger instead of relying on OverlapCircleAll()
void OnTriggerEnter2D(Collider2D col)
{
if(col.gameObject.tag == "Player"){
roam = false;
}
}
void OnTriggerExit2D(Collider2D col)
{
if(col.gameObject.tag == "Player"){
roam = true;
}
}
I mean that when the character is walking or running and getting to the clicked point he change the state in the animator from walk/run to idle so it looks like he walk then stop there is no animation between the walk/run and the start/stop.
I have 3 states in the animator. HumanoidWalk, HumanoidRun, HumanoidIdle.
I need something like fading.
For example if in the line:
_animator.CrossFade("Walk", 0);
I will change the 0 to 1 so when he start "Walk" it will be a bit slowly to walking speed. But in "Idle" if i will change it to 1 it will be something else not fading until he stop.
In other words i want to add fading effects when character start/stop walking/running and also when i click/double click and he switch between Walk and Run. Make some fade effects so it will not switch between the states so fast.
using UnityEngine;
using System.Collections;
public class ClickToMove : MonoBehaviour
{
public int speed = 5; // Determines how quickly object moves towards position
public float rotationSpeed = 5f;
private Vector3 targetPosition;
private Animator _animator;
private Vector3 destination;
private Quaternion targetRotation;
public float clickDelta = 0.35f; // Max between two click to be considered a double click
private bool click = false;
private float clickTime;
void Start()
{
_animator = GetComponent<Animator>();
_animator.CrossFade("Idle", 0);
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Mouse0))
{
if (click && Time.time <= (clickTime + clickDelta))
{
_animator.CrossFade("Run", 0);
click = false;
}
else
{
click = true;
clickTime = Time.time;
}
_animator.CrossFade("Walk", 0);
Plane playerPlane = new Plane(Vector3.up, transform.position);
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
float hitdist = 0.0f;
if (playerPlane.Raycast(ray, out hitdist))
{
Vector3 targetPoint = ray.GetPoint(hitdist);
targetPosition = ray.GetPoint(hitdist);
targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
destination = targetPosition;
}
}
transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, rotationSpeed);
if ((transform.position - destination).magnitude < 0.7f)
{
_animator.CrossFade("Idle", 0);
}
}
}
If you increase your transform duration value a little (like 0.25), then you can get a smooth transition between states. Also uncheck "fixed duration".