Move Character from point A to B smoothly unity - c#

So, Hey guys I am new to unity. I have a small doubt. I have a player who is a child of the topcube in a 3 stackcube placed upon eachother.
These cubes have a target position to move once the user clicks on them.
Like imagine there are 3 points in my world. POINT A with location coordinates as(0,0,1),POINT B with (0,0,2),POINT C with (0,0,3) and the 3 stack cube is place on (0,0,0) with the player attached as a child to topcube in that 3stackcube.
All these points(A,B,C) has a script called targetpoint with a variable bool isFilled(default as false) in them which becomes true when one of the cube reaches to its target position.
Further im checking whenever the cubes reaches their target position make isFilled true and check to see if there is a child attached if yes get the animator of the child and trigger jump animation. The jump animation is an inplace animation.
So I want to programmatically move my character +1 towards the direction he is facing (if he is facing z move + 1 in z, if x move +1 in x like this)when the cube he is attached reached its target position while also playing jump animation.
I did a code. it doesnt seem to be working. And sorry for huge paragraphs. Im totally new to coding and asking doubts. Any help will be helpful thanks.
[SerializeField] public List<targetpoint> waypoints;
[SerializeField] float moveSpeed = 2f;
[SerializeField] AudioClip[] surferSounds;
[SerializeField] GameObject particleToPlay;
int waypointIndex = 0;
float t;
//Cached Reference
AudioSource audioSource;
//State
public bool move = false;
void Start()
{
transform.position = this.transform.position;
t = 0f;
}
void FixedUpdate()
{
if (move == true)
{
MoveTarget();
}
}
void MoveTarget()
{
//Time.timeScale = 0.1f;
if (waypointIndex <= waypoints.Count - 1)
{
var targetPosition = waypoints[waypointIndex].transform.position;
transform.position = Vector3.MoveTowards(transform.position, targetPosition, moveSpeed * Time.deltaTime);
if (transform.position == targetPosition)
{
//Debug.Log(t);
if (waypoints[waypointIndex].isFilled == false)
{
waypoints[waypointIndex].isFilled = true;
AudioClip clip = surferSounds[UnityEngine.Random.Range(0, surferSounds.Length)];
var storeToDestroy = Instantiate(particleToPlay, targetPosition, Quaternion.identity);
Destroy(storeToDestroy , 5f);
audioSource.PlayOneShot(clip);
move = false;
}
else if(waypoints[waypointIndex].isFilled == true)
{
waypointIndex++;
targetPosition = waypoints[waypointIndex].transform.position;
transform.position = Vector3.MoveTowards(transform.position, targetPosition, moveSpeed * Time.deltaTime);
}
if (this.gameObject.transform.childCount > 0)
{
var storeChild = gameObject.transform.GetChild(1).gameObject;
StartCoroutine(GravityAndJump(storeChild,storeChild.transform.position+1*transform.forward,1f));
}
else
{
return;
}
}
}
}
IEnumerator GravityAndJump(GameObject child, Vector3 newPosition , float time)
{
var elapsedTime = 0f;
var startingPosition = child.transform.position;
while(elapsedTime < time)
{
child.GetComponent<Animator>().SetTrigger("shouldJump?");
child.transform.position = Vector3.Lerp(startingPosition, newPosition, (elapsedTime / time));
elapsedTime += Time.deltaTime;
yield return null;
}
//storeChild.GetComponent<Animator>().SetFloat("JumpSpeed", 1f);
//yield return new WaitForSeconds(1f);
//gameObject.GetComponentInChildren<Rigidbody>().useGravity = true;
}
}

So I want to programmatically move my character +1 towards the direction he is facing (if he is facing z move + 1 in z, if x move +1 in x like this)
You can get the forward direction for a GameObject using with transform.forward you can use this to calculate target position in front of the GameObject.
Set target position some distance in front of the transform
targetPosition = transform.position + (transform.forward * distance);
Move towards target position at some speed.
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * followSpeed);
Determining arrival to targetPosition
When it comes to determining if transform has arrive to target destination you should measure the distance instead of comparing that the vectors are the same.
So replace this:
if (transform.position == targetPosition){}
With something like this:
if(Vector3.Distance(transform.position, targetPosition) < .001f){
transform.position = targetPosition;
}
Unless you strictly set two vectors to same values it's likely that they will never be considered equal due to how floating point numbers work.

Related

Moving gameobject based on direction but the movement gets effected by distance of cursor

Im trying to make a peice of code that instantiates a gameobject, set its rotation to face the direction of the cursor from the player character at that moment and move towards that direction with constant speed for 2 seconds then stop. However my piece of coded is moving the gameobject towards the cursor direction but the speed gets changed depending on how far my cursor is from the player character.
private IEnumerator Rake()
{
Vector3 relativepos =
Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
Quaternion rotation = Quaternion.LookRotation(relativepos, Vector3.up);
float timepassed = 0;
GameObject WcastRB =
Instantiate(Wcast, gameObject.transform.position, rotation);
Rigidbody2D rg;
rg = WcastRB.GetComponent<Rigidbody2D>();
while (timepassed < 2)
{
timepassed += Time.deltaTime;
rg.velocity = WcastRB.transform.forward * 1000 * Time.deltaTime;
if (timepassed >= 2)
{
rg.velocity = WcastRB.transform.forward * 0;
}
yield return null;
}
}
this is what I have made.
Try this out, I found that because transform.forward was dependent on the object's rotation(and subsequently the original click position).
When the click was too close to the object the transform.forward Vector2 had a magnitude(length) of less than one, causing the speed to slow down.
By increasing the magnitude of the velocity to exactly 1f it should go consistent speeds in all directions
IEnumerator Rake()
{
Vector3 relativepos = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
Quaternion rotation = Quaternion.LookRotation(relativepos, Vector3.up);
float timepassed = 0;
GameObject WcastRB = Instantiate(Wcast, gameObject.transform.position, rotation);
Rigidbody2D rg;
rg = WcastRB.GetComponent<Rigidbody2D>();
Vector2 velocity = rg.transform.forward;
velocity.Normalize();
while (timepassed < 2)
{
timepassed += Time.deltaTime;
rg.velocity = velocity * 1000 * Time.deltaTime;
if (timepassed >= 2)
{
rg.velocity = new Vector2();
}
yield return null;
}
}
Edit:
Removed self-implemented .Normalize() because I forgot that i also used the built in .Normalize() literally right before it.

Moving from one place to another over time (or rotating) in Unity

I have a problem with moving from one place to another in Unity over time. I would like my character to move from current position to current + 1 on Y. Unfortunately, looks like it does not get the current position properly or something, since if I debug what I wrote, it says that the magnitude is always 1, so the point is moving with me. Shouldn't it just check the current position and add 1 to Y, move to that position and then check again? I have no idea what's wrong with this code, or if it's strictly connected with how Unity checks positions and things in real time?
public bool moving = false;
private Vector3 dir;
void FrontMovement()
{
Vector3 movement = new Vector3(-Mathf.Sin(transform.eulerAngles.z * Mathf.PI / 180), Mathf.Cos(transform.eulerAngles.z * Mathf.PI / 180), 0f); // always moving front, even after rotation
if (moving == false)
{
dir = movement - transform.position;
moving = true;
return;
}
transform.Translate(dir.normalized * Time.deltaTime);
if(dir.magnitude <= Time.deltaTime)
{
Debug.Log("Finished movement");
moving = false;
}
}
void FixedUpdate()
{
Debug.Log(dir.magnitude);
FrontMovement();
}
I would also like to know how to do rotations over time.
https://docs.unity3d.com/ScriptReference/Vector3.Lerp.html
lerp also works for rotations
// Movement speed in units per second.
public float speed = 1.0F;
// Time when the movement started.
private float startTime;
// Total distance between the markers.
private float journeyLength;
void StartMoving() {
// Keep a note of the time the movement started.
startTime = Time.time;
Vector3 modifiedPosition = transform.position;
transform.position.y += 1.0f;
// Calculate the journey length.
journeyLength = Vector3.Distance(transform.position, modifiedPosition.position);
moving = true;
}
// Move to the target end position.
void Update()
{
if (moving) {
// Distance moved equals elapsed time times speed..
float distCovered = (Time.time - startTime) * speed;
// Fraction of journey completed equals current distance divided by total distance.
float fractionOfJourney = distCovered / journeyLength;
// Set our position as a fraction of the distance between the markers.
transform.position = Vector3.Lerp(startMarker.position, endMarker.position, fractionOfJourney);
if (fractionOfJourney >= 1.0f) {
moving = false;
}
}
}
You could use Coroutine + Vector3.Lerp to move with a specified amount of time:
public IEnumerator MoveToPosition(Transform transform, Vector3 position, float timeToMove)
{
var currentPos = transform.position;
var t = 0f;
while(t <= 1f)
{
t += Time.deltaTime / timeToMove;
transform.position = Vector3.Lerp(currentPos, position, t);
yield return null;
}
transform.position = position;
}
you call the coroutine in Start Method
StartCoroutine(MoveToPosition(transform, newposition, timeToMove))
You could use the same logic for Rotating, with Quaternion.Lerp or Slerp and Quaternion.LookRotation, of course you have lot of sample with rotation over time on WEB!! google is your friend...
public IEnumerator RotateToDirection(Transform transform, Vector3 position, float timeToRotate)
{
var startRotation = transform.rotation;
var direction = position - transform.position;
var finalRotation = Quaternion.LookRotation(direction);
var t = 0f;
while (t <= 1f)
{
t += Time.deltaTime / timeToRotate;
transform.rotation = Quaternion.Lerp(startRotation, finalRotation, t);
yield return null;
}
transform.rotation = finalRotation;
}

How to implement lerp for smooth movement

I want achieve moving object on x axis only with lerp to get smoothly movement.
this is picture what i need
I don't know how i can implement lerp to this code to get smooth movement between these values, it now works but it teleport the player and that is not smooth movement what i want to achieve
This is my working code that teleports player:
void Start()
{
}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
Vector3 desiredPos = new Vector3(transform.position.x + 1.5f, transform.position.y, transform.position.z);
transform.position = desiredPos;
}
if (Input.GetMouseButtonDown(1))
{
Vector3 desiredPos = new Vector3(transform.position.x -1.5f, transform.position.y, transform.position.z);
transform.position = desiredPos;
}
}
I want to implement this but i don't understand how to do it .. When i put all code into update the player don't even move.. It only works for me when i copy paste all the code from docs, but how i can move the time from start method to update and always do the same to achieve to get smooth movement for player when going left and right i don't know really please help me guys..
This is the code that works but i don't know how to change it for my example..
https://docs.unity3d.com/ScriptReference/Vector3.Lerp.html
There are multiple ways. I would not use Translate as this gives you little control here but rather e.g. MoveTowards which makes sure you have no over shooting at the end. Use this for a linear movement with a given moveSpeed:
// set move speed in Units/seconds in the Inspector
public float moveSpeed = 1f;
private Vector3 desiredPos;
private bool isMoving;
private void Update()
{
if (!isMoving && Input.GetMouseButtonDown(0))
{
desiredPos = transform.position + Vector3.right * 1.5f;
isMoving = true;
}
if (!isMoving && Input.GetMouseButtonDown(1))
{
desiredPos = transform.position - Vector3.right * 1.5f;
isMoving = true;
}
if(isMoving)
{
transform.position = Vector3.MoveTowards(transform.position, desiredPos, moveSpeed * Time.deltaTime);
// this == is true if the difference between both
// vectors is smaller than 0.00001
if(transform.position == desiredPos)
{
isMoving = false;
// So in order to eliminate any remaining difference
// make sure to set it to the correct target position
transform.position = desiredPos;
}
}
}
Or as you asked use Vector3.Lerp like e.g.
// a factor between 0 and 1
[Range(0, 1)] public float lerpFactor;
...
transform.position = Vector3.Lerp(transform.position, desiredPos, lerpFactor);
lerpFactor has to be a value between 0 and 1 where in our case 0 would meen the object never moves and 1 it directly jumps to the target position. In other words the closer you set it to 0 the slower it will reach the target, the closer you set it to 1 the faster it will reach the target.
a lot of people do this to get "smooth" movements but what actually happens is e.g. if you set 0.5 for lerpFactor then every frame the object is placed in the middle between current position and target position.
That looks somehow smooth, moves very fast at the beginning and very very slow at the end ... but: It actually never really reaches the target position but just gets very slow.
For your case that is fine since anyway we compare the current and target position using == with a precision of 0.00001. One just has to have in mind how Lerp works.
But with this you won't have any control neither over the move speed nor the duration.
If you want overall more controll (as I do) I would recommend to use a Coroutine (it is not absolutely neccessary and you could do the same in Update as well but in my eyes Coroutines are better to maintain and keep track of).
Than you could also make a smooth eased-in and eased-out movement with an always fixed duration regardless how far the distance is
// set desired move duration in seconds
public float moveDuration = 1;
private bool isMoving;
privtae void Update()
{
if (!isMoving && Input.GetMouseButtonDown(0))
{
StartCoroutine(transform.position + Vector3.right * 1.5f, moveDuration);
}
if (!isMoving && Input.GetMouseButtonDown(1))
{
StartCoroutine(transform.position - Vector3.right * 1.5f, moveDuration);
}
}
private IEnumerator Move(Vector3 targetPosition, float duration)
{
if(isMoving) yield break;
isMoving = true;
var startPosition = transform.position;
var passedTime = 0f;
do
{
// This would move the object with a linear speed
var lerpfactor = passedTime / duration;
// This is a cool trick to simply ease-in and ease-out
// the move speed
var smoothLerpfactor = Mathf.SmoothStep(0, 1, lerpfactor);
transform.position = Vector3.Lerp(startPosition, targetPosition, smoothLerpfactor);
// increase the passedTime by the time
// that passed since the last frame
passedTime += Time.deltaTime;
// Return to the main thread, render this frame and go on
// from here in the next frame
yield return null;
} while (passedTime < duration);
// just like before set the target position just to avoid any
// under shooting
transform.position = targetPosition;
isMoving = false;
}
and you could still extend this example to also take the dtsnace to move into account like e.g.
var actualDuration = duration * Vector3.Distance(startPosition, targetPosition);
and then later everywhere use actualDuration.
Use transform.Translate instead:
public float moveSpeed = 3f;
void Update ()
{
//Moves Left and right along x Axis
transform.Translate(Vector3.right * Time.deltaTime * Input.GetAxis("Horizontal")* moveSpeed);
}

Move to target with offset

I am trying to move my camera to a clicked Gameobjects position with a specified offset. So the script should calculate the resulting position by the clicked gameobjects position, the actual camera position and a offset.
I have tried it with this code:
Vector3 distanceVector = transform.position - target.transform.position;
Vector3 distanceVectorNormalized = distanceVector.normalized;
targetPosition = (distanceVectorNormalized * preferredDistance);
But I am getting some really weird values. Here is the code I made for this:
public float moveSpeed = 0.1f;
private bool moving = false;
private GameObject target;
// The distance between the camera and the targets position
private float preferredDistance = 3;
// The position the camera will move to
private Vector3 targetPosition;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetMouseButtonDown(0))
{
var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out var hit, 100) == false) return;
Debug.Log(hit.transform.gameObject.name);
target = hit.transform.gameObject;
... Here should be the calculations
moving = true;
}
if (moving)
{
transform.position = Vector3.Lerp(transform.position, targetPosition, moveSpeed);
transform.LookAt(target.transform.position);
var offsetX = Math.Abs(transform.position.x - targetPosition.x);
var offsetZ = Math.Abs(transform.position.z - targetPosition.z);
if (offsetX < .01
&& offsetZ < .01) moving = false;
}
}
Your normalized distanceVector acts as the direction of the camera to the object.
This direction should be normalized, which you do, so it can be multiplied by your preferredDistance. It then becomes the offset of the camera from the target.
The part where it goes wrong is that you set this normalized offset as the new camera position, while it should be added to it:
Vector3 distanceVector = transform.position - target.transform.position;
Vector3 distanceVectorNormalized = distanceVector.normalized;
targetPosition = target.transform.position + (distanceVectorNormalized * preferredDistance);
Note the difference in the last line.

Missiles have a strange direction

There is a strange behavior when my spaceship fires off some missiles to destroy an enemy. Under certain circumstances, the missiles "jump" and fly away.
This seems to happen when the nearest enemy is destroyed by one missile and all others have no target any more. Then they "jump" and fly away (off the screen).
I still don't know the cause of this problem.
void Start () {
rb = this.GetComponent<Rigidbody2D>();
nearestEnemy = FindClosestTarget("EnemyShipTag");
}
Getting the closest target (enemy)
GameObject FindClosestTarget(string _target) {
enemies = GameObject.FindGameObjectsWithTag(_target);
closest = null;
distance = Mathf.Infinity;
_position = this.transform.position;
foreach (GameObject enemy in enemies) {
diff = enemy.transform.position - _position;
curDistance = diff.sqrMagnitude;
if (curDistance < distance) {
closest = enemy;
distance = curDistance;
}
}
return closest;
}
Calculate movement to nearest enemy if nearestEnemy is not null
void FixedUpdate () {
if (nearestEnemy != null) {//is enemy available?
Vector2 enemyTarget = nearestEnemy.transform.position;
Vector2 direction = (Vector2)enemyTarget - rb.position;
direction.Normalize ();
float rotateAmount = Vector3.Cross (direction, transform.up).z;
rb.angularVelocity = -rotateAmount * rotateSpeed;
float speed = 6f;
float step = speed * Time.deltaTime;
transform.position = Vector3.MoveTowards(transform.position, nearestEnemy.transform.position, step);
} else {
//rocket shall fly straight ahead if there's no target
rb.velocity = transform.up * speed;
}
These functions are part of the EnemyControl.cs-script
void OnTriggerEnter2D (Collider2D col) {//this function will trigger when there is a collision of our game objects
//detect collision of the enemy ship with the player ship, or with a player's bullet
if ((col.tag == "PlayerShipTag") || (col.tag == "MissileUpgradeTag")) {
EnemyDestroyed ();
}
void EnemyDestroyed () {
Destroy (gameObject);//Destroy the enemy ship
dead = true;
PlayerControl.enemiesDestroyed++;
}

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