How to make the main camera rotate with the player? - c#

I have the following script which should make the main camera follow and rotate with the player's movements.
public class FollowPlayer : MonoBehaviour
{
[SerializeField]
float mouseSensitivity;
public Vector3 cameraOffset;
public Transform Player;
public Transform mainCamera;
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
cameraOffset = transform.position - Player.transform.position;
}
void Update()
{
Rotate();
}
private void Rotate()
{
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
Player.Rotate(Vector3.up, mouseX);
mainCamera.Rotate(Vector3.up, mouseX); //shows abnormal rotation (hides the player as well)
}
private void LateUpdate()
{
Vector3 newPosition = Player.position + cameraOffset;
transform.position = newPosition;
}
}
The camera follows the player, however, but it does not rotate with the player's rotations. Please note that making the main camera the child of the player is not an option here, since I have to use this script on multiplayer. I want the mouse to be able to rotate both the main camera and the player at the same time.

The reason the camera is not rotating, is that you capture the initial offset on start, which is expressed in absolute (world space) position. This can be easily fixed using transform.TransformPoint method. What you then need to do is address camera rotation. In the simplest case you can just use 'LookAt' method
private void LateUpdate()
{
Vector3 newPosition = Player.position + Player.TransformPoint(cameraOffset);
mainCamera.position = newPosition;
mainCamera.LookAt(Player.position, Vector3.up);
}
I also noticed that you use transform.position (a transform from the object your script is attached to) but then you also use mainCamera transform as a seperate transform, mixing it like that might lead to confusion later. You should either always access the camera via mainCamera reference, or you could always keep the script attached to the camera and use transform reference.
I also noticed that you use one script to do two seperate things, it controls both player rotation and camera position/rotation while following the player. While there is nothing stoping you from doing that, its often a good idea to split it into doing two things each doing one logical thing

Related

Moving child GameObject inside moving parent GameObject

I am trying to make a 2.5D SHMUP type game in which the world continuously moves forward while the player's spaceship and camera stay in place. This means that even if the world is moving, if the player's ship is in the middle of the screen it will stay there.
To do this I've created an empty game object named Moving World and attached the following script to it:
public class movingWorldController : MonoBehaviour
{
private float movementSpeed = 5f;
void Update()
{
transform.position = transform.position + new Vector3(0, 0, movementSpeed * Time.deltaTime);
}
}
I then added the camera and spaceship as children to of this object, and as a result they indeed move with the moving world object. However, I also have a script attached to the spaceship to allows it to move according to the player's input, and if I enable the script above the ship stops responding to the player's input. The ship's script looks like this:
public class ShipController : MonoBehaviour
{
public Rigidbody rb;
public float moveSpeed = 5f;
private Vector3 movement;
void Update()
{
movement.x = Input.GetAxisRaw("Horizontal");
movement.z = Input.GetAxisRaw("Vertical");
}
private void FixedUpdate()
{
rb.MovePosition(rb.position + movement * moveSpeed * Time.deltaTime);
}
}
The ship controller works just fine when the world-moving script is disabled, so I suspect the world script is somehow overwriting the spaceship position. How may I solve this?
For a POC example see this video: https://www.youtube.com/watch?v=-fVjWgfUKn4&t=282s (jump to 4:00 to see the game in action). Note that in the video gamemaker is used to achieve the effect, while I am trying to achieve a similar effect using just code.
I achieved the effect I was aiming for by doing the following. First, I removed the MovingWorld object and instead applied the following script to the camera:
public class movingWorldController : MonoBehaviour
{
public float movementSpeed = 5f;
void FixedUpdate()
{
transform.position = transform.position + new Vector3(0, 0, movementSpeed * Time.deltaTime);
}
}
This will cause the camera to continuously move forward. Next, to make sure the player's ship keeps up with the camera, and is maneuverable at the same time, I applied the following script to the ship's object:
public class ShipController : MonoBehaviour
{
public Rigidbody rb;
private float shipVelocity = 5f;
public float moveSpeed = 10f;
private Vector3 movement;
void Update()
{
movement.x = Input.GetAxisRaw("Horizontal") * moveSpeed;
movement.z = Input.GetAxisRaw("Vertical") * moveSpeed + shipVelocity;
}
private void FixedUpdate()
{
rb.MovePosition(rb.position + movement * Time.deltaTime);
}
}
Two important notes:
The shipVelocity variable was introduced to make sure the ship continues to cruise at camera-speed.
Even though the camera is not a RigidBody its position update must occur during the FixedUpdate method to make sure it moves on the same frame as the ship. Updating it using the Update method will introduce jittering to the ship due to de-synchronization.

I have a cube that spins all over the place when I hit an object.(the camera and character spins) UNITY

I have a simple movement that relvolves around moving foward depending on where I look. The camera is made to follow the player. The problem I am havaing is that whenever I hit an object, my character(along with the camera) start spinning crazily all over the place. (I am new to coding)
Here is the code to the movement of where my character is facing :
public class Player : MonoBehaviour {
public float movementSpeed = 10;
public float turningSpeed = 60;
public Rigidbody rb;
void Start()
{
rb = GetComponent<Rigidbody> ();
}
void Update() {
float horizontal = Input.GetAxis("Mouse X") * turningSpeed *
Time.deltaTime;
transform.Rotate(0, horizontal,0);
float vertical = Input.GetAxis("Mouse Y")* turningSpeed * Time.deltaTime;
transform.Rotate(vertical, 0, 0);
float movement = Input.GetAxis("Foward") * movementSpeed *
Time.deltaTime;
transform.Translate(0, 0,movement);
}
}
(Sorry for bad format)
The Mouse X just makes it so that it rotates on the x axis of mouse(same with y axis). The Foward is just the vertical input preset in unity.
Here is the code to the lookAt player :
public class LookAtCamera : MonoBehaviour {
public GameObject target;
void LateUpdate() {
transform.LookAt(target.transform);
}
}
Answer
I believe your rigidbody is being more heavily affected than what you desire by the bounce force occuring as you hit the object.
Possible solutions
Depending on which collider type acts as your legs, the weight of the objects involved, what behaviour you intend and more the solution can vary.
Possible solution 1:
One option is to freeze the rotation of your object on it's Rigidbody component, you can decide which axes to freeze rotation on. If freezed they can't be pushed by outside forces.
Possible solution 2:
If you wish the player to only be affected by your script you can set the rigidbody kinematic, meaning that it only is affected by scripts and animation. This is a contrast to being set to dynamic where other objects can affect it.
Possible solution 3:
Play around with the angular drag and mass of the rigidbody to slow down rotation.

Camera shaking on rotating player while crouching in unity

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.

Unity3D C#. Using the transform.RotateAround() function while keep the distance between two objects constant

I am trying to practice making third person controllers in Unity 3D. I am a beginner, and I am completely baffled on how to make my controller functional. I have been doing hours of research, but no thread I can find seem to answer my question. I have two scripts, a CameraController, and a CharacterController. My code is below.
CameraController:
using UnityEngine;
using System.Collections;
public class CameraController : MonoBehaviour {
public GameObject target;
public float rotationSpeed;
Vector3 offset;
Vector3 CameraDestination;
// Use this for initialization
void Start () {
offset = transform.position - target.transform.position;
CameraDestination = offset + transform.position;
rotationSpeed = 50f;
transform.position = CameraDestination;
}
// Update is called once per frame
void Update () {
transform.LookAt (target.transform.position);
float h = Input.GetAxisRaw ("Horizontal");
transform.RotateAround (target.transform.position, Vector3.up, Time.deltaTime * h * rotationSpeed);
target.transform.Rotate (0f, Time.deltaTime * h * rotationSpeed, 0f);
}
}
CharacterController:
using UnityEngine;
using System.Collections;
public class CharController : MonoBehaviour {
public float playerSpeed = 10f;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
float Vertical = Input.GetAxis("Vertical");
transform.position += transform.forward * Time.deltaTime * playerSpeed * Vertical;
}
}
When either the left or right arrow key is pressed, both the player and the camera rotates. If I try to attach the camera to the player as a children, the camera's rotation becomes messed up, but if I do not attach the camera to the player, the camera stops following the player. If I try to set the camera to a specific position relative to the player, it stops revolving around the player like it is intended to do. I simply can not come up with a method that works.Thank you for answering my question in advance!
When I go about this, I like to have an empty gameObject which has 2 children, the camera and then the mesh of the character.
> CharacterController
> Camera
> CharacterRig
When you want to rotate the character, rotate the CharacterController, then when you want to rotate the Camera around the character, change your code to:
transform.RotateAround (CharacterRig.transform.position, Vector3.up, Time.deltaTime * h * rotationSpeed);
This will allow your camera to rotate irrespective of any character animation and should solve your issue. This is very important if you want to implement animations later, as you don't want to parent the camera to the thing that is being animated because it will move with the animation.
P.s. Your code appears fine. Certain that it is purely the way you have set up the game objects.

Make a camera follow the player as the player turns around rotate

I already can make the player rotate around y- axis by the input of the axis that has been defined on the unity editor. But I want camera also rotating while the player rotates. I already made like below, but the camera not rotating, just the player. Anyone could help me?
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(CharacterController))] // This script requires CharacterController attached to the game object where this script attached into
public class CheckPlayer : MonoBehaviour
{
private Vector3 moveDirection = Vector3.zero; // Define and set for the movement of the player is not moving by default
private float gravity = 20.0f, speed = 5.0f; // Define and set for the gravity, speed of the player
private void Update()
{
// Rotate the Player
transform.Rotate(0, Input.GetAxis("Rotate") * 60.0f * Time.deltaTime, 0);
Camera.main.transform.eulerAngles = new Vector3(0, Input.GetAxis("Rotate") * 60.0f * Time.deltaTime, 0);
// Get the CharacterController component
CharacterController controller = GetComponent<CharacterController>();
// If the character is on the ground
if (controller.isGrounded)
{
// Get the axis direction for the movement of the character from the Input in the editor
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
// Player movement depends on the move direction
moveDirection = transform.TransformDirection(moveDirection);
// The player movement is depends on the player speed
moveDirection *= speed;
}
// How much for the time for player takes to hit the ground because of gravity
moveDirection.y -= gravity * Time.deltaTime;
// Move the character each second while pressing the key input defined in the editor
controller.Move(moveDirection * Time.deltaTime);
}
private void OnTriggerEnter(Collider col)
{
// If the game object colided with the certain tag
if (col.gameObject.tag == "Inn's Door")
{
// Load another level
GameManager.LoadLevel("Third Loading Scene");
}
// If the game object colided with the certain tag
else if (col.gameObject.tag == "Field's Door")
{
// Load another level
GameManager.LoadLevel("Fourth Loading Scene");
}
}
}
The code above I attached to the player and just refer the camera.
Thank you before
I think you're making this too complicated.
To simply have a camera follow an object while looking at that object, make the camera a child of the object. So the player would have a camera as a child object. The camera would be set up behind him, pointing at him.
This should give you the functionality you want but it doesn't look very good.
My suggestion is to look for the new sample assets (free to all unity3d users and created BY unity technologies) on the asset store. Inside they have a camera prefab which works rather well.
Good luck, I hope that helps.

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