Clamping by Mapwidth in Unity - c#

For Smooth touch in unity but i dont know where should i use Mathf.Clamp to restrict the movement of player in the map.
Got It.

You can simply change the position calculation and add a certain hard limit like e.g.
public float minX;
public float minY;
public float maxX;
public float maxY;
public float playerSpeed;
[SerializeField] private Camera _mainCamera;
void Awake()
{
if(!_mainCamera) _mainCamera = Camera.main;
}
void Update()
{
if (Input.touchCount > 0)
{
var touch = Input.GetTouch(0);
var touchPosition = touch.position;
var currentPosition = transform.position;
var speed = playerSpeed * Time.deltaTime;
// get this objects position in screen (pixel) space
var screenPosition = _mainCamera.WorldToScreenPoint(transform.position);
if (touchPosition.x < screenPosition.x)
{
currentPosition.x -= speed;
}
else if (touchPosition.x > screenPosition.x)
{
currentPosition.x += speed;
}
currentPosition.x = Mathf.Clamp(currentPosition.x, minX, maxX);
if (touchPosition.y < screenPosition.y)
{
currentPosition.y -= speed;
}
else if (touchPosition.y > screenPosition.y)
{
currentPosition.y += speed;
}
currentPosition.y = Mathf.Clamp(currentPosition.y, minX, maxX);
transform.position = currentPosition;
}
}

Related

Unexpected Cube movement when rotating camera

I am currently making an FPS game and I have some problems with camera movement. When I add a child object to the camera, and when I rotate the camera, the child object deforms.
I followed this tutorial to get my FPS movement. https://www.youtube.com/watch?v=XAC8U9-dTZU/
Here is my camera movement script and my player movement one:
using UnityEngine;
public class MoveCamera : MonoBehaviour {
public Transform player;
void Update() {
transform.position = player.transform.position;
}
}
// Some stupid rigidbody based movement by Dani
using System;
using UnityEngine;
public class PlayerMovement : MonoBehaviour {
//Assingables
public Transform playerCam;
public Transform orientation;
//Other
private Rigidbody rb;
//Rotation and look
private float xRotation;
private float sensitivity = 150f;
private float sensMultiplier = 1f;
//Movement
public float moveSpeed = 4500;
public float maxSpeed = 20;
public bool grounded;
public LayerMask whatIsGround;
public float counterMovement = 0.175f;
private float threshold = 0.01f;
public float maxSlopeAngle = 35f;
//Crouch & Slide
private Vector3 crouchScale = new Vector3(1, 0.5f, 1);
private Vector3 playerScale;
public float slideForce = 400;
public float slideCounterMovement = 0.2f;
//Jumping
private bool readyToJump = true;
private float jumpCooldown = 0.25f;
public float jumpForce = 550f;
//Input
float x, y;
bool jumping, sprinting, crouching;
//Sliding
private Vector3 normalVector = Vector3.up;
private Vector3 wallNormalVector;
void Awake() {
rb = GetComponent<Rigidbody>();
}
void Start() {
playerScale = transform.localScale;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
private void FixedUpdate() {
Movement();
}
private void Update() {
MyInput();
Look();
}
/// <summary>
/// Find user input. Should put this in its own class but im lazy
/// </summary>
private void MyInput() {
x = Input.GetAxisRaw("Horizontal");
y = Input.GetAxisRaw("Vertical");
jumping = Input.GetButton("Jump");
crouching = Input.GetKey(KeyCode.LeftControl);
//Crouching
if (Input.GetKeyDown(KeyCode.LeftControl))
StartCrouch();
if (Input.GetKeyUp(KeyCode.LeftControl))
StopCrouch();
}
private void StartCrouch() {
transform.localScale = crouchScale;
transform.position = new Vector3(transform.position.x, transform.position.y - 0.5f, transform.position.z);
if (rb.velocity.magnitude > 0.5f) {
if (grounded) {
rb.AddForce(orientation.transform.forward * slideForce);
}
}
}
private void StopCrouch() {
transform.localScale = playerScale;
transform.position = new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z);
}
private void Movement() {
//Extra gravity
rb.AddForce(Vector3.down * Time.deltaTime * 10);
//Find actual velocity relative to where player is looking
Vector2 mag = FindVelRelativeToLook();
float xMag = mag.x, yMag = mag.y;
//Counteract sliding and sloppy movement
CounterMovement(x, y, mag);
//If holding jump && ready to jump, then jump
if (readyToJump && jumping) Jump();
//Set max speed
float maxSpeed = this.maxSpeed;
//If sliding down a ramp, add force down so player stays grounded and also builds speed
if (crouching && grounded && readyToJump) {
rb.AddForce(Vector3.down * Time.deltaTime * 3000);
return;
}
//If speed is larger than maxspeed, cancel out the input so you don't go over max speed
if (x > 0 && xMag > maxSpeed) x = 0;
if (x < 0 && xMag < -maxSpeed) x = 0;
if (y > 0 && yMag > maxSpeed) y = 0;
if (y < 0 && yMag < -maxSpeed) y = 0;
//Some multipliers
float multiplier = 1f, multiplierV = 1f;
// Movement in air
if (!grounded) {
multiplier = 0.5f;
multiplierV = 0.5f;
}
// Movement while sliding
if (grounded && crouching) multiplierV = 0f;
//Apply forces to move player
rb.AddForce(orientation.transform.forward * y * moveSpeed * Time.deltaTime * multiplier * multiplierV);
rb.AddForce(orientation.transform.right * x * moveSpeed * Time.deltaTime * multiplier);
}
private void Jump() {
if (grounded && readyToJump) {
readyToJump = false;
//Add jump forces
rb.AddForce(Vector2.up * jumpForce * 1.5f);
rb.AddForce(normalVector * jumpForce * 0.5f);
//If jumping while falling, reset y velocity.
Vector3 vel = rb.velocity;
if (rb.velocity.y < 0.5f)
rb.velocity = new Vector3(vel.x, 0, vel.z);
else if (rb.velocity.y > 0)
rb.velocity = new Vector3(vel.x, vel.y / 2, vel.z);
Invoke(nameof(ResetJump), jumpCooldown);
}
}
private void ResetJump() {
readyToJump = true;
}
private float desiredX;
private void Look() {
float mouseX = Input.GetAxis("Mouse X") * sensitivity * Time.fixedDeltaTime * sensMultiplier;
float mouseY = Input.GetAxis("Mouse Y") * sensitivity * Time.fixedDeltaTime * sensMultiplier;
//Find current look rotation
Vector3 rot = playerCam.transform.localRotation.eulerAngles;
desiredX = rot.y + mouseX;
//Rotate, and also make sure we dont over- or under-rotate.
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
//Perform the rotations
playerCam.transform.localRotation = Quaternion.Euler(xRotation, desiredX, 0);
orientation.transform.localRotation = Quaternion.Euler(0, desiredX, 0);
}
private void CounterMovement(float x, float y, Vector2 mag) {
if (!grounded || jumping) return;
//Slow down sliding
if (crouching) {
rb.AddForce(moveSpeed * Time.deltaTime * -rb.velocity.normalized * slideCounterMovement);
return;
}
//Counter movement
if (Math.Abs(mag.x) > threshold && Math.Abs(x) < 0.05f || (mag.x < -threshold && x > 0) || (mag.x > threshold && x < 0)) {
rb.AddForce(moveSpeed * orientation.transform.right * Time.deltaTime * -mag.x * counterMovement);
}
if (Math.Abs(mag.y) > threshold && Math.Abs(y) < 0.05f || (mag.y < -threshold && y > 0) || (mag.y > threshold && y < 0)) {
rb.AddForce(moveSpeed * orientation.transform.forward * Time.deltaTime * -mag.y * counterMovement);
}
//Limit diagonal running. This will also cause a full stop if sliding fast and un-crouching, so not optimal.
if (Mathf.Sqrt((Mathf.Pow(rb.velocity.x, 2) + Mathf.Pow(rb.velocity.z, 2))) > maxSpeed) {
float fallspeed = rb.velocity.y;
Vector3 n = rb.velocity.normalized * maxSpeed;
rb.velocity = new Vector3(n.x, fallspeed, n.z);
}
}
/// <summary>
/// Find the velocity relative to where the player is looking
/// Useful for vectors calculations regarding movement and limiting movement
/// </summary>
/// <returns></returns>
public Vector2 FindVelRelativeToLook() {
float lookAngle = orientation.transform.eulerAngles.y;
float moveAngle = Mathf.Atan2(rb.velocity.x, rb.velocity.z) * Mathf.Rad2Deg;
float u = Mathf.DeltaAngle(lookAngle, moveAngle);
float v = 90 - u;
float magnitue = rb.velocity.magnitude;
float yMag = magnitue * Mathf.Cos(u * Mathf.Deg2Rad);
float xMag = magnitue * Mathf.Cos(v * Mathf.Deg2Rad);
return new Vector2(xMag, yMag);
}
private bool IsFloor(Vector3 v) {
float angle = Vector3.Angle(Vector3.up, v);
return angle < maxSlopeAngle;
}
private bool cancellingGrounded;
/// <summary>
/// Handle ground detection
/// </summary>
private void OnCollisionStay(Collision other) {
//Make sure we are only checking for walkable layers
int layer = other.gameObject.layer;
if (whatIsGround != (whatIsGround | (1 << layer))) return;
//Iterate through every collision in a physics update
for (int i = 0; i < other.contactCount; i++) {
Vector3 normal = other.contacts[i].normal;
//FLOOR
if (IsFloor(normal)) {
grounded = true;
cancellingGrounded = false;
normalVector = normal;
CancelInvoke(nameof(StopGrounded));
}
}
//Invoke ground/wall cancel, since we can't check normals with CollisionExit
float delay = 3f;
if (!cancellingGrounded) {
cancellingGrounded = true;
Invoke(nameof(StopGrounded), Time.deltaTime * delay);
}
}
private void StopGrounded() {
grounded = false;
}
}
Thank you in advance.

Rotation smooth in editor but isn't in device

I have a 3D object that I want to rotate with mouse/finger swipe, so I made the script below.
The object's rotation looks smooth on editor, but when playing the game on real device (android), the rotation didn't follow the finger movement immediately, it takes some milliseconds to follow finger, it isn't smooth and the controls become hard and frustrating!
float sensitivity = 0.8f;
Vector2 firstPressPos;
Vector2 secondPressPos;
void Update()
{
if (Input.GetMouseButtonDown(0))
{
//save began touch 2d point
firstPressPos = new Vector3(Input.mousePosition.x, Input.mousePosition.y);
}
if (Input.GetMouseButton(0))
{
//save ended touch 2d point
secondPressPos = new Vector3(Input.mousePosition.x, Input.mousePosition.y);
if (firstPressPos != secondPressPos)
{
float RotX = Input.GetAxis("Mouse X") * sensitivity * Time.deltaTime;
float RotY = Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
transform.RotateAround(Vector3.up, RotX);
transform.RotateAround(Vector3.right, -RotY);
}
}
}
try this code
// Screen Touches
Vector2?[] oldTouchPositions = {
null,
null
};
// Rotation Speed
public float rotSpeed = 0.5f;
public void Update()
{
if (Input.touchCount == 0)
{
oldTouchPositions[0] = null;
oldTouchPositions[1] = null;
}
else if (Input.touchCount == 1)
{
if (oldTouchPositions[0] == null || oldTouchPositions[1] != null)
{
oldTouchPositions[0] = Input.GetTouch(0).position;
oldTouchPositions[1] = null;
}
else
{
Vector2 newTouchPosition = Input.GetTouch(0).position;
float distanceX = (oldTouchPositions[0] - newTouchPosition).Value.x;
float distanceY = (oldTouchPositions[0] - newTouchPosition).Value.y;
float rotX = distanceX * rotSpeed * Mathf.Deg2Rad;
float rotY = distanceY * rotSpeed * Mathf.Deg2Rad;
transform.Rotate(Vector3.up, rotX * 5, Space.Self);
transform.Rotate(Vector3.left, rotY * 5, Space.Self);
oldTouchPositions[0] = newTouchPosition;
}
}
else
{
if (oldTouchPositions[1] == null)
{
oldTouchPositions[0] = Input.GetTouch(0).position;
oldTouchPositions[1] = Input.GetTouch(1).position;
}
else
{
}
}
}
Here's a script I found a few years back that manipulates X axis spin with Mouse or Touches. It seems to work well with touches, but not as good with Mouse. Try it and let me know if it behaves a bit better. This one should adjust the spinning speed dynamically:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpinDrag : MonoBehaviour {
float f_lastX = 0.0f;
float f_difX = 0.5f;
float f_steps = 0.0f;
int i_direction = 1;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetMouseButtonDown(0))
{
f_difX = 0.0f;
}
else if (Input.GetMouseButton(0))
{
f_difX = Mathf.Abs(f_lastX - Input.GetAxis("Mouse X"));
if (f_lastX < Input.GetAxis("Mouse X"))
{
i_direction = -1;
transform.Rotate(Vector3.up, -f_difX);
}
if (f_lastX > Input.GetAxis("Mouse X"))
{
i_direction = 1;
transform.Rotate(Vector3.up, f_difX);
}
f_lastX = -Input.GetAxis("Mouse X");
}
else
{
if (f_difX > 0.5f) f_difX -= 0.05f;
if (f_difX < 0.5f) f_difX += 0.05f;
transform.Rotate(Vector3.up, f_difX * i_direction);
}
}
}

Unity 2018 C# - Fbx Running animation scaling with Input?

I have figured out how to get fbx animations working in Unity for my character in my adventure game, but now I wish to have my character's running animation move with its speed of motion being in relation to the input of the control stick on an xbox controller.
In addition, when I add a walking animation in the future I wish to make a threshold for the control stick input so that the character walks when there is minimal input from the control stick and running when there is more input from the control stick. Any advice?
Here is my code.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerCharacterController : MonoBehaviour {
static Animator anim;
public bool walking;
public GameObject playerModel, Hero;
//Transforms
public Transform playerCam, character, centerPoint;
private Vector3 moveDirection;
//character controller declaration
CharacterController player;
//Mouse Rotation
private float rotX, rotY;
//Mouse Y Position
public float mouseYPosition = 1f;
//Mouse Sensitivity
public float Sensitivity = 10f;
//Mouse Zoom
private float zoom;
public float zoomSpeed = 2;
//Clamping Zoom
public float zoomMin = -2f;
public float zoomMax = -10f;
public float rotationSpeed = 5f;
//Move Front Back left & Right
private float moveFB, moveLR;
//Movement Speed
public float Speed = 2f;
//Velocity of Gravity
public float verticalVelocity;
//Jump Distance
public float jumpDist = 5f;
//Multiple Jumps
int jumpTimes;
//To use with Dialogue Manager
public DialogueManager DiagM;
public AudioClip jumpSound;
public AudioClip HurtSound;
AudioSource audioSource;
//knockback
public float knockBackForce;
public float knockBackTime;
private float knockBackCounter;
// Use this for initialization
void Start ()
{
//character controller
player = GameObject.Find("Player").GetComponent<CharacterController> ();
anim = GetComponent<Animator>();
//mouse zoom
zoom = -3;
centerPoint.transform.position = playerCam.transform.position;
centerPoint.transform.parent = null;
audioSource = GetComponent<AudioSource>();
}
// Update is called once per frame
void Update ()
{
//if (DiagM.StartDialogue)
//{ return; }
//Mouse Zoom Input
zoom += Input.GetAxis ("Mouse ScrollWheel") * zoomSpeed;
if (zoom > zoomMin)
zoom = zoomMin;
if (zoom < zoomMax)
zoom = zoomMax;
//Mouse Camera Input
playerCam.transform.localPosition = new Vector3 (0, 0, zoom);
//Mouse Rotation
rotX += Input.GetAxis ("Mouse X") * Sensitivity;
rotY -= Input.GetAxis ("Mouse Y") * Sensitivity;
//Clamp Camera
rotY = Mathf.Clamp (rotY, -60f, 60f);
playerCam.LookAt (centerPoint);
centerPoint.localRotation = Quaternion.Euler (rotY, rotX, 0);
//Movement Speed
if (knockBackCounter <= 0)
{
moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal"));
moveDirection = moveDirection * Speed;
moveDirection.y = verticalVelocity;
player.Move(moveDirection * Time.deltaTime);
//Movement Rotation
centerPoint.position = new Vector3 (character.position.x, character.position.y + mouseYPosition, character.position.z);
//knockback disable
//Movement Input
if (Input.GetAxis("Vertical") != 0 || Input.GetAxis("Horizontal") != 0)
{
transform.rotation = Quaternion.Euler(0f, centerPoint.rotation.eulerAngles.y, 0f);
Quaternion turnAngle = Quaternion.LookRotation(new Vector3(moveDirection.x, 0f, moveDirection.z));
playerModel.transform.rotation = Quaternion.Slerp(playerModel.transform.rotation, turnAngle, Time.deltaTime * rotationSpeed);
if (player.isGrounded == true)
{
anim.Play("Running");
}
}
else
{
if (player.isGrounded == true)
{ anim.Play("Idle"); }
}
if (player.isGrounded == true)
{
jumpTimes = 0;
verticalVelocity = -Physics.gravity.y * Time.deltaTime;
}
else
{
verticalVelocity += Physics.gravity.y * Time.deltaTime;
}
if (Input.GetButtonDown("Submit"))
{
anim.Play("Hello");
}
if (jumpTimes < 1)
{
if (Input.GetButtonDown("Jump"))
{
verticalVelocity += jumpDist;
anim.Play("Jump");
audioSource.PlayOneShot(jumpSound, 1F);
jumpTimes += 1;
}
}
}
else
{
knockBackCounter -= Time.deltaTime;
}
}
public void Knockback(Vector3 direction)
{
knockBackCounter = knockBackTime;
anim.SetTrigger("isJumping");
audioSource.PlayOneShot(HurtSound, 50F);
moveDirection = direction * knockBackForce;
moveDirection.y = knockBackForce;
}
}

Unity-How do I check if an object is seen by the Main Camera

I'm doing this thing where an object is moving on a plane, and the camera is in the center of it. I got it so the camera rotates along with the mouse, and when the main camera sees the game object, it stops. So I was using the onbecamevisible() and onbecameinvisible() functions, but that applies to any camera, including the scene view. How do I make it so the objects stops when seen only by the main game camera?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class cubeMove : MonoBehaviour,moveObject
{
Camera cam;
public Transform checkedObject;
void Start()
{
cam = GetComponent<Camera>();
}
void Update()
{
Vector3 viewPos = cam.WorldToViewportPoint(checkedObject.position);
if ()
move();
}
public void move()
{
transform.Rotate(new Vector3(15, 30, 45) * Time.deltaTime);
}
}
Here's my Camera Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Camera : MonoBehaviour {
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
float rotationX = 0F;
float rotationY = 0F;
private List<float> rotArrayX = new List<float>();
float rotAverageX = 0F;
private List<float> rotArrayY = new List<float>();
float rotAverageY = 0F;
public float frameCounter = 20;
Quaternion originalRotation;
void Update()
{
if (axes == RotationAxes.MouseXAndY)
{
rotAverageY = 0f;
rotAverageX = 0f;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotArrayY.Add(rotationY);
rotArrayX.Add(rotationX);
if (rotArrayY.Count >= frameCounter)
{
rotArrayY.RemoveAt(0);
}
if (rotArrayX.Count >= frameCounter)
{
rotArrayX.RemoveAt(0);
}
for (int j = 0; j < rotArrayY.Count; j++)
{
rotAverageY += rotArrayY[j];
}
for (int i = 0; i < rotArrayX.Count; i++)
{
rotAverageX += rotArrayX[i];
}
rotAverageY /= rotArrayY.Count;
rotAverageX /= rotArrayX.Count;
rotAverageY = ClampAngle(rotAverageY, minimumY, maximumY);
rotAverageX = ClampAngle(rotAverageX, minimumX, maximumX);
Quaternion yQuaternion = Quaternion.AngleAxis(rotAverageY, Vector3.left);
Quaternion xQuaternion = Quaternion.AngleAxis(rotAverageX, Vector3.up);
transform.localRotation = originalRotation * xQuaternion * yQuaternion;
}
else if (axes == RotationAxes.MouseX)
{
rotAverageX = 0f;
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotArrayX.Add(rotationX);
if (rotArrayX.Count >= frameCounter)
{
rotArrayX.RemoveAt(0);
}
for (int i = 0; i < rotArrayX.Count; i++)
{
rotAverageX += rotArrayX[i];
}
rotAverageX /= rotArrayX.Count;
rotAverageX = ClampAngle(rotAverageX, minimumX, maximumX);
Quaternion xQuaternion = Quaternion.AngleAxis(rotAverageX, Vector3.up);
transform.localRotation = originalRotation * xQuaternion;
}
else
{
rotAverageY = 0f;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotArrayY.Add(rotationY);
if (rotArrayY.Count >= frameCounter)
{
rotArrayY.RemoveAt(0);
}
for (int j = 0; j < rotArrayY.Count; j++)
{
rotAverageY += rotArrayY[j];
}
rotAverageY /= rotArrayY.Count;
rotAverageY = ClampAngle(rotAverageY, minimumY, maximumY);
Quaternion yQuaternion = Quaternion.AngleAxis(rotAverageY, Vector3.left);
transform.localRotation = originalRotation * yQuaternion;
}
}
void Start()
{
Rigidbody rb = GetComponent<Rigidbody>();
if (rb)
rb.freezeRotation = true;
originalRotation = transform.localRotation;
}
public static float ClampAngle(float angle, float min, float max)
{
angle = angle % 360;
if ((angle >= -360F) && (angle <= 360F))
{
if (angle < -360F)
{
angle += 360F;
}
if (angle > 360F)
{
angle -= 360F;
}
}
return Mathf.Clamp(angle, min, max);
}
}
SphereMove
public class sphereMove : MonoBehaviour,moveObject {
public float delta = 1.5f;
public float speed = 2.0f;
private Vector3 startPos;
public UnityEngine.Camera cam;
public Transform checkedObject;
bool isMoving;
void Start()
{
isMoving = true;
cam = Camera.main;
}
void Update()
{
Vector3 viewPos = cam.WorldToViewportPoint(checkedObject.position);
if (viewPos.x > 0 && viewPos.x <= 1 && viewPos.y >= 0 && viewPos.y <= 1 && viewPos.z > 0)
isMoving = false;
else
isMoving = true;
if (isMoving)
move();
}
public void move()
{
Vector3 v = startPos;
v.x += delta * Mathf.Sin(Time.time * speed);
transform.position = v;
}
}
You can use the Camera.WorldToViewport function, using your Main Camera to call it and giving in parameter the position of the object your are checking. If the x and y coordinates values of the result vector are between 0 and 1 and the z value is superior to 0, it means the center of your object is seen by your camera.
UnityEngine.Camera cam;
bool isMoving;
void Start()
{
cam = UnityEngine.Camera.main;
isMoving = true;
}
void Update()
{
Vector3 viewPos = cam.WorldToViewportPoint(checkedObject.position);
if (viewPos.x >= 0 && viewPos.x <= 1 && viewPos.y >= 0 && viewPos.y <= 1 && viewPos.z > 0)
{
// Your object is in the range of the camera, you can apply your behaviour
isMoving = false;
}
else
isMoving = true;
if(isMoving)
Move();
}
Methods suggested does not work in your case because you've made a class called Camera which has exactly the same name as Unity's Camera component.
I would suggest you use the approach from the community wiki. It's simple enough to understand and lets you check visibility for each camera.
You can create an extension class for the Camera component :
public static class CameraEx
{
public static bool IsObjectVisible(this UnityEngine.Camera #this, Renderer renderer)
{
return GeometryUtility.TestPlanesAABB(GeometryUtility.CalculateFrustumPlanes(#this), renderer.bounds);
}
}
The you can call that from each object separately like such :
// UnityEngine.Camera cam1;
// UnityEngine.Camera cam2;
void Update()
{
bool isVisibleForCamera1 = cam1.IsObjectVisible(GetComponent<MeshRenderer>());
bool isVisibleForCamera2 = cam2.IsObjectVisible(GetCoponent<SpriteRenderer>());
}
Here you can find whole documentation about GeometryUtility

C# with Unity 3D: How do I make a camera move around an object when user moves mouse

I am trying to make a 3d viewing simulation in Unity 4 where the user can select an object and move their mouse to rotate around it (360 degrees) I have taken many shots to try get it to work, but I fail each time, any help will be appreciated and if it is written in C# that would be great! (But it doesn't have to)
Thanks in advance!
This is a different and interesting way :) (I use it)
(Here, the cube is the target)
1) Create sphere - Name: "Camera Orbit" - Add material: Transparent (Alpha = 0) - As scale as you want - Rotation: (0,0,0.1f)
2) Add the camera as a "child" to Camera Orbit's surface. Position = (0,"y = camera orbit scale",0)
Rotation = (90,0,0)
3) Create empty GameObject - Name: Input Control.
InputControl.cs:
public class InputControl : MonoBehaviour
{
public GameObject cameraOrbit;
public float rotateSpeed = 8f;
void Update()
{
if (Input.GetMouseButton(0))
{
float h = rotateSpeed * Input.GetAxis("Mouse X");
float v = rotateSpeed * Input.GetAxis("Mouse Y");
if (cameraOrbit.transform.eulerAngles.z + v <= 0.1f || cameraOrbit.transform.eulerAngles.z + v >= 179.9f)
v = 0;
cameraOrbit.transform.eulerAngles = new Vector3(cameraOrbit.transform.eulerAngles.x, cameraOrbit.transform.eulerAngles.y + h, cameraOrbit.transform.eulerAngles.z + v);
}
float scrollFactor = Input.GetAxis("Mouse ScrollWheel");
if (scrollFactor != 0)
{
cameraOrbit.transform.localScale = cameraOrbit.transform.localScale * (1f - scrollFactor);
}
}
}
CameraController.cs:
public class CameraController : MonoBehaviour
{
public Transform cameraOrbit;
public Transform target;
void Start()
{
cameraOrbit.position = target.position;
}
void Update()
{
transform.rotation = Quaternion.Euler(transform.rotation.x, transform.rotation.y, 0);
transform.LookAt(target.position);
}
}
4) Add CameraController.cs to Camera.
5) Add InputControl.cs to Input Control.
6) Set public variables in scripts. ("Camera Orbit" and "Target")
That's all. Mouse click and drag: Rotate - Mouse whell: Zoom in-out.
ps. If you want, you can change target as runtime.
The MouseOrbit script do that:
http://wiki.unity3d.com/index.php?title=MouseOrbitImproved#Code_C.23
Just attach this script into your Camera Object, and link the target object in inspector.
-- Use this for the Mouse Press down and drag
-- I modified the code here: http://wiki.unity3d.com/index.php?title=MouseOrbitImproved#Code_C.23
public Transform target;
public float distance = 5.0f;
public float xSpeed = 120.0f;
public float ySpeed = 120.0f;
public float yMinLimit = -20f;
public float yMaxLimit = 80f;
public float distanceMin = .5f;
public float distanceMax = 15f;
private Rigidbody rigidbody;
float x = 0.0f;
float y = 0.0f;
float mouseX = 0f;
float mouseY = 0f;
// Use this for initialization
void Start()
{
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
rigidbody = GetComponent<Rigidbody>();
// Make the rigid body not change rotation
if (rigidbody != null)
{
rigidbody.freezeRotation = true;
}
}
void LateUpdate()
{
if (target)
{
GetMouseButtonDown_XY();
x += mouseX * xSpeed * distance * 0.02f;
y -= mouseY * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
Quaternion rotation = Quaternion.Euler(y, x, 0);
distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
RaycastHit hit;
if (Physics.Linecast(target.position, transform.position, out hit))
{
distance -= hit.distance;
}
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * negDistance + target.position;
transform.rotation = rotation;
transform.position = position;
}
}
public static float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp(angle, min, max);
}
Vector3 mousePosPrev;
void GetMouseButtonDown_XY()
{
if (Input.GetMouseButtonDown(0))
{
mousePosPrev = Camera.main.ScreenToViewportPoint(Input.mousePosition);
}
if (Input.GetMouseButton(0))
{
Vector3 newMousePos = Camera.main.ScreenToViewportPoint(Input.mousePosition);
if (newMousePos.x < mousePosPrev.x)
{
mouseX = -1;
} else if (newMousePos.x > mousePosPrev.x)
{
mouseX = 1;
} else
{
mouseX = -0;
}
if (newMousePos.y < mousePosPrev.y)
{
mouseY = -1;
}
else if (newMousePos.y > mousePosPrev.y)
{
mouseY = 1;
}
else
{
mouseY = -0;
}
mousePosPrev = Camera.main.ScreenToViewportPoint(Input.mousePosition);
}
}
This is perfect. The only change I made is to add a script to the Camera Orbit:
public class FollowPlayer : MonoBehaviour {
public GameObject player;
private Vector3 playerPos;
// Update is called once per frame
void Update () {
if (this.transform.localScale.x <= 1)
{
this.transform.localScale = new Vector3(1, 1, 1);
}
if (this.transform.localScale.x >= 15)
{
this.transform.localScale = new Vector3(15, 15, 15);
}
playerPos = player.transform.position;
this.transform.position = playerPos;
}
}
Then attach your "player" object to the Input Control, and the input control will go where ever the player does, allowing you to track the player, as well as rotate and mouse wheel zoom. Fancy.
The localScale if statements means you can only zoom in and out so far.
The only problem with this script now is that if you zoom out to 15 and then keep trying to zoom out, the camera bounces. I'm sure that's an easy fix, though, I just haven't put the time in yet.
You don't need the CameraController at all, just set the camera's z rotation to -90.

Categories

Resources