I have a game in a 3D world space. The gameplay is in 2D. So, the player has position frozen on 1 axis and rotation frozen on 2 axes. Position freeze works fine. However, some of the players experience unwanted object rotation during the gameplay even with frozen constraints (I have never encountered such an issue during BETA-test)
Constraints while I test it for myself:
My code (Player movement script)
public class Movement : MonoBehaviour
{
public Rigidbody rb;
public int clickForce = 500;
private Plane plane = new Plane(Vector3.up, Vector3.zero);
public float speed;
public Slider staminaBar;
private void Start()
{
Rigidbody rb = GetComponent<Rigidbody>();
rb.centerOfMass = Vector3.zero;
rb.inertiaTensorRotation = Quaternion.identity;
}
void FixedUpdate()
{
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Confined;
if (Input.GetMouseButton(0))
{
if (staminaBar.value > 0.25)
{
var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
float enter;
if (plane.Raycast(ray, out enter))
{
var hitPoint = ray.GetPoint(enter);
var mouseDir = hitPoint - gameObject.transform.position;
mouseDir = mouseDir.normalized;
rb.AddForce(mouseDir * clickForce);
}
Plane playerPlane = new Plane(Vector3.up, transform.position);
Ray rayy = Camera.main.ScreenPointToRay(Input.mousePosition);
float hitdist = 0.0f;
if (playerPlane.Raycast(rayy, out hitdist))
{
Vector3 targetPoint = rayy.GetPoint(hitdist);
Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, speed * Time.deltaTime);
}
}
}
}
}
Thanks in advance!
As #Iggy indicated, assigning to the transform ignores and overrides rigidbody constraints. To fix this, you can restrict the local up axis to be in its current direction using some vector math and the 2nd parameter of Quaternion.LookRotation. Explanation in comments:
if (playerPlane.Raycast(rayy, out hitdist))
{
Vector3 targetPoint = rayy.GetPoint(hitdist);
Vector3 targetDir = targetPoint - transform.position;
// Find direction orthogonal to both targetDir and current local up.
// this will become local right.
Vector3 newLocalRight = Vector3.Cross(transform.up, targetDir);
// If local up and target dir are colinear, do something sensible
// like not changing the rotation
if (newLocalRight == Vector3.zero)
{
/* something sensible */
/* doing nothing may be the sensible choice */
}
else
{
// If they are not colinear, determine the direction perpendicular to local up
// and local right. This will be the fixed forward direction.
Vector3 newLocalForward = Vector3.Cross(newLocalRight, transform.up);
// Assign a rotation using the fixed forward direction, and the current local up
Quaternion targetRotation = Quaternion.LookRotation(newLocalForward,
transform.up);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation,
speed * Time.deltaTime);
}
}
Related
I have made a script for player movement in a 3D game in Unity.
I like how the movement works, but when I jump while moving, the player keeps moving in that direction at the same speed till it falls to the ground, which is the expected behavior for this script.
But I want to be able to move the player in the air slightly (not fully controllable.)
I'm imagining kinda like a minecraft like movement to be exact.
Any advice to improve this code would be greatly apprecciated.
This is my code.
using System.IO;
using UnityEngine;
public class VelocityMovement : MonoBehaviour
{
#region Variables
public float speed;
public float gravity;
public float maxVelocityChange;
public float jumpHeight;
public float raycastDistance;
public Rigidbody rb;
#endregion
private void Awake()
{
//gets rigidbody, freezes rotation of the rigidbody, disables unity's built in gravity system on rigidbody.
rb = GetComponent<Rigidbody>();
rb.freezeRotation = true;
rb.useGravity = false;
}
private void Update()
{
//Jump system
if(Grounded())
{
if (Input.GetKeyDown(KeyCode.Space))
{
rb.velocity = new Vector3(rb.velocity.x, CalculateJumpSpeed(), rb.velocity.z);
}
}
}
private void FixedUpdate()
{
//Moves the player when on the ground.
if (Grounded())
{
//Calculate how fast the player should be moving.
Vector3 targetVelocity = new Vector3(playerInputs.hAxis, 0, playerInputs.vAxis);
targetVelocity = transform.TransformDirection(targetVelocity);
targetVelocity *= speed ;
//Calculate what the velocity change should be
Vector3 velocity = rb.velocity;
Vector3 velocityChange = (targetVelocity - velocity);
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0f;
//applies a force equal to the needed velocity change
rb.AddForce(velocityChange, ForceMode.VelocityChange);
}
//Adds gravity to the rigidbody
rb.AddForce(new Vector3(0, -gravity * rb.mass, 0));
}
//Checks if player is on the ground
private bool Grounded()
{
return Physics.Raycast(transform.position, Vector3.down, raycastDistance);
}
//calculates how high the player should be jumping
private float CalculateJumpSpeed()
{
return Mathf.Sqrt(2 * jumpHeight * gravity);
}
}
private void FixedUpdate()
{
//check how big the movement is. Swap SomeSmallValue with a float like 0.1f
float actualSpeed;
Vector3 velocity;
if(Grounded())
{
actualSpeed = speed;
//HERE IT IS NOT, THIS DOESN'T MATTER
velocity = rb.velocity
}
else{
actualSpeed = speed * SomeSmallValue;
//WITH THIS rb KEEPS THE SPEED IF ANY BUTTON IS PRESSED
velocity = 0;
}
//Moves the player ALWAYS.
//Calculate how fast the player should be moving.
Vector3 targetVelocity = new Vector3(playerInputs.hAxis, 0, playerInputs.vAxis);
targetVelocity = transform.TransformDirection(targetVelocity);
//if Grounded == true the movement is exactly the same than before, because actualSpeed = speed.
//If Grounded == false, the movement is so light
targetVelocity *= actualSpeed;
//Calculate what the velocity change should be
//I'VE PLACED THIS UP IN ORDER TO CALL Grounded() ONLY ONE TIME
//Vector3 velocity = rb.velocity;
Vector3 velocityChange = (targetVelocity - velocity);
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0f;
//applies a force equal to the needed velocity change
rb.AddForce(velocityChange, ForceMode.VelocityChange);
//Adds gravity to the rigidbody
rb.AddForce(new Vector3(0, -gravity * rb.mass, 0));
}
If your code is working fine, try something like this. Just moved the grounded condition. Now the movement works also at air time. We check with that grounded bool how big the movement is.
If I understood you correctly you want to slow down what your movements do while mid air.
at least that is the case for left and right.
If I did undersand you correctly, you would make an else{} after the if(Grounded())
and go from there, may make some float variable that acts as a multiplier for you left/right control while mid air, aswell as another float variable for forward and backwards.
Inside that else you could just multiply you speed with the variables (depending on the axis) and you should get some form of slower movement there.
I hope that helped you out at least a bit.
So I have script which I got from Blackthornprods ranged combat youtube video since im a beginner. Im trying to get my weapon to rotate around my sphere gameobject but for some reason it doesnt rotate to where the mouse position is, but when I jump it rotates around weirdly not really to the mouse but randomly (im assuming randomly). My game is 3D and his tutorial was for 2d. I would really appreciate any attempt for a solution. Here is my code:
void Update()
{
Vector3 difference = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
float rotZ = Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.Euler(0f, 0f, rotZ + offset);
}
The weapon is still to rotate around the Z axis.
First, Camera.main calls FindGameObjectsWithTag, which is an expensive operation, so (as the documentation says), you should call it as few times as possible and cache the result:
Camera mainCam;
void Awake()
{
mainCam = Camera.main;
}
Second, you're using ScreenToWorldPoint incorrectly. If this is really a 3d game as the question describes, you should provide a depth from the camera as the z component of the argument. You can use vector math to do this, and the result is a world position you can tread the cursor as being at.:
Camera mainCam;
void Awake()
{
mainCam = Camera.main;
}
void Update()
{
float objectDepthFromCamera = Vector3.Dot(
transform.position - mainCam.transform.position,
mainCam.transform.forward);
Vector3 cursorWorldPosition = mainCam.ScreenToWorldPoint(Input.mousePosition
+ Vector3.forward * objectDepthFromCamera);
Then assuming the "front" of the object points out of the local up direction, you can use the optional second parameter of Quaternion.SetRotation to set the rotation so that is pointing toward the cursor:
Camera mainCam;
void Awake()
{
mainCam = Camera.main;
}
void Update()
{
float objectDepthFromCamera = Vector3.Dot(
transform.position - mainCam.transform.position,
mainCam.transform.forward);
Vector3 cursorWorldPosition = mainCam.ScreenToWorldPoint(Input.mousePosition
+ Vector3.forward * objectDepthFromCamera);
transform.rotation = Quaternion.LookRotation(Vector3.forward,
cursorWorldPosition - transform.position);
}
If the front of the object points out the local right direction, you can use Vector3.Cross to determine what direction the local up should be pointing:
Camera mainCam;
void Awake()
{
mainCam = Camera.main;
}
void Update()
{
float objectDepthFromCamera = Vector3.Dot(
transform.position - mainCam.transform.position,
mainCam.transform.forward);
Vector3 cursorWorldPosition = mainCam.ScreenToWorldPoint(Input.mousePosition
+ Vector3.forward * objectDepthFromCamera);
Vector3 localUpNeeded = Vector3.Cross(Vector3.forward,
cursorWorldPosition - transform.position);
transform.rotation = Quaternion.LookRotation(Vector3.forward, localUpNeeded);
}
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.
I am trying to make a simple game where I am shooting a projectile when the user touches the screen, I first spawn 8 projectiles (sprites) and when the user touches the screen I would like the top projectile to fly in the touch direction. I was able to do this; However, every time I shoot, the projectile goes in the wrong direction, here is an image which will illustrate the issue.
Obviously the image is still here but the object will continue flying until it goes out of the screen and then gets destroyed.
Here is the code snippet that handles this
GameplayController.cs
if (Input.GetMouseButtonDown(0))
{
Vector3 position = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0);
position = Camera.main.ScreenToWorldPoint(position);
GameObject target;
target = new GameObject();
target.transform.position = position;
Arrow comp = currentArrows[0].GetComponent<Arrow>();
comp.setTarget(target.transform);
comp.GetComponent<Arrow>().arrowSpeed = 12;
comp.GetComponent<Arrow>().shoot = true;
currentArrows.RemoveAt(0);
Destroy(target);
}
I know I am getting the mouse input here and not the phone touch and that's fine for me, later I will convert it to the touch input.
Arrow.cs
public bool shoot = false;
public float arrowSpeed = 0.0f;
public Vector3 myDir;
public float speed = 30.0f;
private Transform target;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if(shoot)
{
transform.position += transform.right * arrowSpeed * Time.deltaTime;
}
}
public void setTarget(Transform targetTransform)
{
this.target = targetTransform;
Vector3 vectorToTarget = target.position - transform.position;
float angle = Mathf.Atan2(vectorToTarget.y, vectorToTarget.x) * Mathf.Rad2Deg;
Quaternion q = Quaternion.AngleAxis(angle, Vector3.forward);
transform.rotation = Quaternion.Slerp(transform.rotation, q, Time.deltaTime * speed);
}
private void OnBecameInvisible()
{
print("Disappeared");
Destroy(gameObject);
Gameplay.instance.isShooting = false;
}
Vector3 position = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0);
I think that your problem is that you're getting the screen coordinates by click, not the world coordinates, which is actually two different things. In order to direct your projectile correctly you need to convert your screen coordinates to world like it's done here.
The next thing is how you move the projectile:
transform.position += transform.right * arrowSpeed * Time.deltaTime;
You're moving the projectile to the right and then rotating it somehow. Maybe you should try to move it with Vector3.Lerp, which will be easier and rotate it with Transform.LookAt.
So here's the problem in video form
https://pbs.twimg.com/tweet_video/CPsvjgbWoAACKCp.mp4
When not moving the ship the shield moves around just fine, but when you start moving it can only drag behind you and move a little bit, which is just no good at all. I can't figure out what I've done wrong here!
public class ShieldMovement : MonoBehaviour {
public Transform target; //player shield is attaced to
public float circSpeed = 0.1f; // Speed Shield moves around ship
private Vector3 direction = Vector3.up;
private float distance = 0.8f; // distance from player so it doesn't clip
private float deadzone = 0.15f;
private float separation;
private bool canMove = true;
private Vector3 shipPos;
private Rigidbody2D tRB;
private Rigidbody2D rb;
// Use this for initialization
void Start ()
{
tRB = target.GetComponent<Rigidbody2D>();
rb = GetComponent<Rigidbody2D>();
}
void OnCollisionEnter2D (Collision2D other)
{
canMove = false;
}
void OnCollisionStay2d(Collision2D other)
{
canMove = false;
}
void OnCollisionExit2D (Collision2D other)
{
canMove = true;
}
// Update is called once per frame
void Update () {
float rh = Input.GetAxisRaw("rightH");
float rv = Input.GetAxisRaw("rightV");
shipPos = target.position;
separation = Mathf.Abs((transform.position - shipPos).magnitude);
if(Mathf.Abs(rh) > deadzone || Mathf.Abs(rv) > deadzone)
{
Vector3 targetDir = new Vector3(rh, rv, 0.0f);
direction = Vector3.Slerp(transform.position-shipPos, targetDir, circSpeed);
}
Ray ray = new Ray(shipPos, direction); // cast ray in direction of point on circle shield is to go
if(canMove)
{
transform.position = ray.GetPoint(distance); //move shield to the ray as far as the distance
}
if(separation != distance) //If the shield get torn away from the ship
{
transform.position = ray.GetPoint(distance); //move shield to the ray as far as the distance
}
float angleY = transform.position.y - shipPos.y;
float angleX = -(transform.position.x - shipPos.x);
float angle = Mathf.Atan2 (angleY, angleX) * Mathf.Rad2Deg-90; //Get angle
if(Mathf.Abs(rh) > deadzone || Mathf.Abs(rv) > deadzone)
{
transform.rotation = Quaternion.AngleAxis(angle,Vector3.forward*-1); // keep shield facing outwards in respect to player
}
}
void FixedUpdate ()
{
if(!canMove)
{
tRB.velocity = new Vector2(0.0f, 0.0f);
rb.velocity = new Vector2(0.0f, 0.0f);
}
}
Thanks a million for any help :)
You need to move the shield along with the ship. You can do this by adding the ship velocity to the shield.
Something like:
shipPos = target.position;
transform.position += shipVelocity;
separation = Mathf.Abs((transform.position - shipPos).magnitude);
Or make the shield a child object of the ship.
OK, so all I needed to do was to make the shield a child AND get rid of the conditional statement around the transform.rotation so it wouldn't inherit the parent rotation and ruin the shield. It's the little things!