Hi I am very new to Unity and only got basic knowledge. I created a player who can move and also a camera which follows the player and according to the mouseX and mouseY acis the camera rotates.
Now I want the camera rotation angle to be the forward position.
If the player press w he moves along x acis but if the camera angle change and the player press w it should move into this direction.
player.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DoublePlayer : MonoBehaviour
{
private CharacterController _controller;
public float _jumpHeight = 3f;
[SerializeField]
private float _moveSpeed = 5f;
[SerializeField]
private float _gravity = 9.81f;
private float _directionY;
void Start()
{
_controller = GetComponent<CharacterController>();
}
// Update is called once per frame
void Update()
{
float horizontalInput = Input.GetAxis("Horizontal");
float verticalInput = Input.GetAxis("Vertical");
Vector3 direction = new Vector3(horizontalInput, 0, verticalInput);
// set gravity
_directionY -= _gravity * Time.deltaTime;
direction.y = _directionY;
_controller.Move(direction * _moveSpeed * Time.deltaTime);
}
}
camera.cs
public class CameraController : MonoBehaviour
{
public float RotationSpeed = 1;
public Transform Target, Player;
float mouseX, mouseY;
void Start()
{
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void LateUpdate()
{
CamControl();
}
void CamControl()
{
mouseX += Input.GetAxis("Mouse X") * RotationSpeed;
mouseY += Input.GetAxis("Mouse Y") * RotationSpeed;
mouseY = Mathf.Clamp(mouseY, -35, 60);
transform.LookAt(Target);
Target.rotation = Quaternion.Euler(mouseY, mouseX, 0);
Player.rotation = Quaternion.Euler(0, mouseX, 0);
}
}
For Target and Player variable I selected the player object.
Do someone has a simple solution I can understand?
You could simply take the direction and rotate it along with the object that component is attached to using Quaternion * Vector3 operator
var rotatedDirection = transform.rotation * direction;
Or if you rather need the orientation of the other script attached to a different object then do e.g.
// link your camera or whatever shall be used for the orientation via the Inspector
[SerializeField] private Transform directionProvider;
and then
var rotatedDirection = directionProvider.rotation * direction;
Since you're getting the rotation directly from a Transform, you could use Transform.TransformDirection:
Vector3 rotatedDirection = transform.TransformDirection(direction);
Related
I have a camera with 2 scripts on it.
The mouse rotation script and a "building script" that does instantiate an object and let it follow the mouseposition (and place it, but thats not necessery here).
The part I don't understand is when I turn the rotation script off so that I have a fixed camera, the building script works well and I don't see any jittering/stuttering or whatever when I move the mouse with the object - even when close to the camera everything works fine.
When the rotate script is on im encountering an ugly jittering on the object when moving the mouse with it.
Fullscreen GIF:
https://giphy.com/gifs/mk7qW316Yheqilobuq/fullscreen
I googled a lot and didn't find any solution this while I guess is not that hard. I printed the hit.point and it looked like there was a jitter.
What I already tried that made it worse or didn't help:
Replace Update with FixedUpdate and check input events in Update method separately
add a Vector3.Lerp (you can see it in code...that was horrible...like a smooth jittering oO)
i just cant fix it...and i already tried different rotate controllers like first person starter asset where i first encountered this problem...
definitely has something to do with the rotation...
any help appreciated :)
rotate script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MouseLook : MonoBehaviour
{
public float mouseSensitivity = 100f;
public Transform playerBody;
float xRotation = 0f;
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
}
}
building script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RTSBuildingSystem : MonoBehaviour
{
[SerializeField]
private GameObject _placeholderBuilding;
private GameObject _placeholder;
private LayerMask layer = 3;
[SerializeField]
private GameObject _building;
private Vector3 _mousePosition;
private float _previousX;
private float _previousZ;
private float rotSpeed = 25f;
private Building _buildingScript;
public bool buildingMode;
private void Start()
{
}
private void Update()
{
if (Input.GetKeyDown("q"))
{
if (buildingMode)
{
buildingMode = false;
Debug.Log("BUILD OFF");
Destroy(_placeholder);
}
else
{
buildingMode = true;
Debug.Log("BUILD ON");
_placeholder = Instantiate(_placeholderBuilding);
_buildingScript = _placeholder.GetComponent<Building>();
}
}
if (buildingMode)
{
_mousePosition = Input.mousePosition;
Ray ray = Camera.main.ScreenPointToRay(_mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, Mathf.Infinity, layer))
{
float positionX = hit.point.x;
float positionZ = hit.point.z;
float rot = Input.GetAxis("Mouse ScrollWheel") * rotSpeed;
_placeholder.transform.Rotate(0f, rot, 0f, Space.Self);
if (_previousX != positionX || _previousZ != positionZ)
{
_previousX = positionX;
_previousZ = positionZ;
_placeholder.transform.position = new Vector3(positionX, 0f, positionZ);
// _placeholder.transform.position = Vector3.Lerp(_placeholder.transform.position, new Vector3(positionX, 0f, positionZ), 0.07F);
}
if (Input.GetMouseButtonUp(0))
{
if (_buildingScript.isBuildable)
Instantiate(_building, _placeholder.transform.position, _placeholder.transform.rotation);
}
}
}
}
I have this script below and I want my player to always move towards the rotation angle, which doesn't happen. It only changes direction when I click.
My purpose is for the player to move at all times and towards the rotation which should be controlled by mouse position/mouse x axis (kind of like auto-run, but always change rotation based on mouse, not just move right or left).
I've tried about 10 different methods, nothing worked so far...
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MovementController : MonoBehaviour
{
public float speed = 4;
public float rot = 0f;
public float rotSpeed = 80;
public float gravity = 8;
private Camera cam;
Vector3 moveDir = Vector3.zero;
CharacterController controller;
Animator anim;
// Start is called before the first frame update
void Start()
{
controller = GetComponent<CharacterController> ();
anim = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
float horizontalSpeed = 8.0f;
//Get the mouse delta. This is not in the range -1...1
float h = horizontalSpeed * Input.GetAxis("Mouse X");
float z = horizontalSpeed * Input.GetAxis("Mouse Y");
transform.Rotate(0, h, 0);
//Move Input
if(controller.isGrounded){
if(Input.GetMouseButtonUp(1))
{
anim.SetInteger ("condition", 1);
moveDir = new Vector3 (0,0,1) * speed;
// moveDir *= speed;
moveDir = transform.TransformDirection(moveDir);
}
if(Input.GetMouseButtonDown(1))
{
anim.SetInteger("condition", 0);
moveDir = Vector3.zero;
}
}
moveDir.y -= gravity * Time.deltaTime;
controller.Move(moveDir * Time.deltaTime);
}
}
Transform.LookAt
Just get a cursor position and that's it
Vector3 direction = target.position - player.transform.position;
Quaternion finalPlayerRotation = Quaternion.LookRotation(direction);
player.transform.rotation = finalPlayerRotation;
This also works in some cases:
Vector3 direction = target.position - player.transform.position;
player.transform.right /*You may need to change the Right to upper, -upper, -Right depend on the player rotation and the target position*/ = direction;
Here's my code. Currently, the player moves forwards relative to a fix plane. Rotating the player/camera has no affect on which direction they travel when I press the "go forward" key.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MainController : MonoBehaviour
{
public float speed;
float jumpSpeed = 0.5f;
bool isGrounded;
private Rigidbody rb;
public GameObject player;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
}
void FixedUpdate()
{
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
if (Input.GetButtonDown("Jump") || Input.GetAxis("Right Trigger") > 0f && isGrounded)
{
rb.AddForce(Vector3.up * jumpSpeed, ForceMode.Impulse);
isGrounded = false;
}
if (isGrounded)
{
rb.AddForce(movement * speed * Time.deltaTime);
}
else
{
rb.AddForce((movement/4) * speed * Time.deltaTime);
}
}
void OnCollisionStay()
{
isGrounded = true;
}
void OnCollisionExit()
{
isGrounded = false;
}
}
How do I make it so that the player moves relative to the camera's direction?
It's because RigidBody.AddForce() adds force in absolute direction, no matter which direction the gameobject is looking.
You should try using RigidBody.AddRelativeForce(), like:
if (isGrounded)
{
rb.AddRelativeForce(movement * speed * Time.deltaTime);
}
I think there is a better way to do this, but see if it results in the expected behavior:
void FixedUpdate()
{
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
Vector3 looking = (transform.rotation * Vector3.forward).normalized;
Vector3 perpendicular = Vector2.Perpendicular(new Vector2(looking.x, looking.z));
perpendicular.z = perpendicular.y;
perpendicular.y = looking.y;
Vector3 vertical = moveVertical * looking;
Vector3 horizontal = moveHorizontal * perpendicular;
Vector3 movement = vertical - horizontal;
...
}
I have the basic movement and rotation working however I can not work out a way to limit the rotation up and down. I want to make it so that you cant look more than 90° up and down.
Ive tried multiple ways such as using if statments and using clamp.
using UnityEngine;
public class FPSController : MonoBehaviour {
public float speed = 5f;
public float sensitivity = 2f;
public GameObject Camera;
CharacterController controller;
float moveFB;
float moveLR;
public float rotX;
public float rotY;
void Start()
{
controller = GetComponent<CharacterController>();
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void FixedUpdate ()
{
moveFB = Input.GetAxis("Vertical");
moveLR = Input.GetAxis("Horizontal");
rotX = Input.GetAxis("Mouse X") * sensitivity;
rotY = Input.GetAxis("Mouse Y") * sensitivity;
transform.Rotate(0, rotX, 0);
Vector3 movement = new Vector3(moveLR * speed * Time.deltaTime, 0, moveFB * speed * Time.deltaTime);
controller.Move(transform.rotation * movement);
Camera.transform.Rotate(-rotY, 0, 0);
}
}
With this code you will be able to rotate the camera beyond 90 degrees causing it to be upside down etc
"Camera" is a built-in unity class, I would recommend renaming it to "camera".
Try this to clamp the camera's rotation:
(with your other public floats)
public float minAngle = -90;
public float maxAngle = 90;
(at the end of FixedUpdate)
Vector3 temp = camera.transform.localEulerAngles;
camera.transform.localEulerAngles = new Vector3(Mathf.Clamp(Mathf.DeltaAngle(0, temp.x), minAngle, maxAngle), temp.y, temp.z);
Edit: changed eulerAngles to localEulerAngles
Edit 2: changed the order of the arguements of Mathf.DeltaAngle
I fixed it here. Not to sure on how it works but it works. Credit to video:https://www.youtube.com/watch?v=F5eE1YL1ZJY
using UnityEngine;
public class FPSController : MonoBehaviour {
public float speed = 5f;
public float sensitivity = 2f;
public GameObject Camera;
CharacterController controller;
float moveFB;
float moveLR;
public float rotX;
public float rotY;
public float minAngle = -90f;
public float maxAngle = 90f;
void Start()
{
controller = GetComponent<CharacterController>();
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void FixedUpdate ()
{
moveFB = Input.GetAxis("Vertical");
moveLR = Input.GetAxis("Horizontal");
rotX = Input.GetAxis("Mouse X") * sensitivity;
rotY -= Input.GetAxis("Mouse Y") * sensitivity;
rotY = Mathf.Clamp(rotY, minAngle, maxAngle);
transform.Rotate(0, rotX, 0);
Vector3 movement = new Vector3(moveLR * speed * Time.deltaTime, 0, moveFB * speed * Time.deltaTime);
controller.Move(transform.rotation * movement);
Camera.transform.localRotation = Quaternion.Euler(rotY, 0, 0);
}
}
In my game I have a camera and I want to have an FPS like rotation attached to this camera.
So if I move my cursor to the left, I want my cam to rotate to the left. If I move my cursor up, then the cam should look up, etc.
I currently have it partially working. I can look left and right, up, and down. The problem occurs when I look down and then move my cursor left and right. It then gives me a "Roll" effect.
See this video to see exactly what I mean:
http://www.screencast.com/t/Phedh8H0K13
Obviously when I look down I still want to have a "Yaw" effect instead of a "Roll" effect. Anyone any idea how to do that? This is what I have so far:
// Update is called once per frame
public override void update ()
{
this.camera.transform.rotation *=
Quaternion.AngleAxis( Time.deltaTime * sensitivityRoll * Input.GetAxis("Vertical"), Vector3.forward );
this.camera.transform.rotation *=
Quaternion.AngleAxis( Time.deltaTime * sensitivityYaw * Input.GetAxis("Mouse X"), Vector3.up );
this.camera.transform.rotation *=
Quaternion.AngleAxis( Time.deltaTime * sensitivityPitch * Input.GetAxis("Mouse Y"), Vector3.left );
}
I just found my answer in this topic:
http://forum.unity3d.com/threads/109250-Looking-with-the-Mouse?highlight=person+camera
The code from that topic:
C# Mono code:
using UnityEngine;
using System.Collections;
/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation
/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
/// -> A CharacterMotor and a CharacterController component will be automatically added.
/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : 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 rotationY = 0F;
void Update ()
{
if (axes == RotationAxes.MouseXAndY)
{
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}
else if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
}
}
void Start ()
{
//if(!networkView.isMine)
//enabled = false;
// Make the rigid body not change rotation
//if (rigidbody)
//rigidbody.freezeRotation = true;
}
}
Simple Script, Not Sure it will work with you, might as well give it a try
using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Security.Cryptography;
using System.Threading;
using UnityEngine;
public class mouse_lookat : MonoBehaviour
{
public float mouseSensitivity = 100f;
public Transform playerBody;
float xRotation = 0f;
// Start is called before the first frame update
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
}
}
using UnityEngine;
public class CameraRotator : MonoBehaviour
{
[SerializeField] private Transform _head;
[SerializeField] private float _sensitivity;
[SerializeField] private bool _invertVertical;
private void Update()
{
var deltaMouse = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y");
Vector2 deltaRotation = deltaMouse * _sensitivity;
deltaRotation.y *= _invertVertical ? 1.0f : -1.0f;
float pitchAngle = _head.localEulerAngles.x;
// turns 270 deg into -90, etc
if (pitchAngle > 180)
pitchAngle -= 360;
pitchAngle = Mathf.Clamp(pitchAngle + deltaRotation.y, -90.0f, 90.0f);
transform.Rotate(Vector3.up, deltaRotation.x);
_head.localRotation = Quaternion.Euler(pitchAngle, 0.0f, 0.0f);
}
}
i created 2 scripts for my FPS project that work flawlessly for my movement (currently havnt added jump mechanics) and it seems like youve overcomplicated alot of things that can be quite simple and straight forward.
im also new to coding so please correct me if im wrong heres my code
// this is in the player script which i put on an empty parent object of the camera and player sprite
public class player : MonoBehaviour
{
[Header("player Movement")]
[SerializeField] float moveSpeed = 5f;
[SerializeField] public float mouseSensitivity = 5f;
Rigidbody rigidBody;
// Use this for initialization
void Start()
{
}
void Update()
{
Move();
}
private void Move()
{
transform.Translate(Vector3.forward * Input.GetAxis("Vertical") * moveSpeed * Time.deltaTime);
transform.Translate(Vector3.right * Input.GetAxis("Horizontal") * moveSpeed * Time.deltaTime);
transform.Rotate(Vector3.up * Input.GetAxis("Mouse X") * mouseSensitivity);
}
//this is the camera movement script which i put on the camera(will also use this script to add a function to change from 1st person to 3rd person for certain abilities)
{
player player;
// Use this for initialization
void Start()
{
player = FindObjectOfType<player>();
}
// Update is called once per frame
void Update()
{
MoveView();
}
private void MoveView()
{
transform.Rotate(Vector3.left * Input.GetAxis("Mouse Y") * player.mouseSensitivity);
}
}