Reduce input sensitivity in unity - c#

I've made an Isometric character controller so it can move and head on an isometric based perspective. The problem is that when I try to move using 2 keys (W + D, A + S...) and release those keys, the player tends to face the very last key that was released, so it is difficult to head a diagonal direction. This makes the character flip its rotation in the very last moment the keys are released.
I've been thinking of using a kind of sleep or coroutine checking if two keys were pressed and released in a short period of time just not rotate it.
There exist any not too rustic solution for this?
Here is my code (I just copied it from here: https://www.studica.com/blog/isometric-camera-unity)
private void SetIsometricDirections() {
vertical = Camera.main.transform.forward;
vertical.y = 0;
vertical = Vector3.Normalize(vertical);
horizontal = Quaternion.Euler(new Vector3(0, 90, 0)) * vertical;
}
private void Move() {
Vector3 horizontalMovement = horizontal * moveSpeed * Time.deltaTime * Input.GetAxis("HorizontalKey");
Vector3 verticalMovement = vertical * moveSpeed * Time.deltaTime * Input.GetAxis("VerticalKey");
Vector3 heading = Vector3.Normalize(horizontalMovement + verticalMovement);
Heading(heading);
transform.position += (horizontalMovement + verticalMovement);
}
private void Heading(Vector3 heading) {
transform.forward = heading;
}
The heading trick it's in the "Heading" method, obviously.

I finally found a solution.
I'll post it just in case any one else needs it in the future.
I calculate the current rotation based on the movement.
private void SetRotation() {
currentRotation = Quaternion.LookRotation(movement);
}
Then, I created a second Quaternion to store the last rotation if is not the same than the current. I also use a counter to store the time a rotation has been faced before stopping the movement or changing the direction.
private void CheckSameRotation() {
if (lastRotation != currentRotation || movement == Vector3.zero) {
sameRotationTime = 0;
lastRotation = currentRotation;
}
else {
sameRotationTime += Time.deltaTime;
}
}
Then, I used a bool to check if the time is high enough to make the rotation happen.
private void TimeAtSameRotation() {
canRotate = (sameRotationTime < 0.015f) ? false : true;
}
And then, I finally rotate the object if the movement is not zero and the condition "canRotate" is true.
private void Rotate() {
if (movement != Vector3.zero && canRotate) {
transform.rotation = currentRotation;
}
}

Related

Quaternion loop not synced with time in Unity C#

I've been having trouble with Quaternion lerps. I'm simply looking to rotate my character 90 degrees based on their current rotation. The script below executes that almost perfectly, except for the fact that my character rotates a full 90 degrees long before rotationTime reaches the max value of 1. For some reason, the value of rotationTime is not properly synced with the progress of the lerp, and I can't seem to figure out why. What am I missing?
public class Movement : MonoBehaviour
{
bool Rotating = false;
Quaternion targetRotation;
public float rotationTime = 0f;
public float speed = 0.1F;
private Rigidbody rb;
private void Awake(){
rb = GetComponent<Rigidbody>();
}
public void Turn(InputAction.CallbackContext context){ //executes when 'E' is pressed
if (context.started && Rotating == false) {
targetRotation = Quaternion.Euler(0,transform.eulerAngles.y + 90f,0);
rotationTime = 0;
Rotating = true;
}
}
void Update() {
if (Rotating == true) {
rotationTime = rotationTime + Time.deltaTime * speed;
transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation,rotationTime);
};
if (rotationTime > 1) {
Rotating = false;
}
}
}
I suspect that the main issue here is that you are using transform.rotation in your Quaternion.Lerp. You change it every frame, so every frame the start rotation will be closer to the target rotation. You should add some kind of _initRotation variable, and set it to transform.rotation in your Turn method. I mean something like this:
public void Turn(InputAction.CallbackContext context)
{
if (context.started && Rotating == false)
{
targetRotation = Quaternion.Euler(0,transform.eulerAngles.y + 90f,0);
_initRotation = transform.rotation;
rotationTime = 0;
Rotating = true;
}
}
...
void Update()
{
...
transform.rotation = Quaternion.Lerp(_initRotation, targetRotation,rotationTime);
...
}
Also, you have a logical issue with the lerp function. It does not affect the result in your particular case, but it can cause problems later.
You increment your rotation time by Time.deltaTime * speed every frame, it is not correct as it is not time passed from the start of the rotation.
According to the Quaternion.Lerp documentation, t value is always clamped to [0, 1]. So it is more convenient to use normalized time value instead of abstract speed value (right now it has no physical sense, it is just a multiplier).
It would be much clearer to use something like this:
void Update()
{
...
rotationTime += Time.deltaTime;
transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, rotationTime / fullRotationTime);
...
}
Generally, I almost always work with carriers, and I recommend that you do the same.
public class Movement : MonoBehaviour
{
bool Rotating = false;
Vector3 targetRotation;
public float rotationTime = 0f;
public float speed = 0.1F;
private Rigidbody rb;
private void Awake()
{
rb = GetComponent<Rigidbody>();
}
public void Turn(InputAction.CallbackContext context)
{ //executes when 'E' is pressed
if (context.started && Rotating == false)
{
targetRotation = new Vector3(0, transform.eulerAngles.y + 90f, 0);
rotationTime = 0;
Rotating = true;
}
}
void Update()
{
if (Rotating == true)
{
rotationTime = rotationTime + Time.deltaTime * speed;
transform.eulerAngles = Vector3.Lerp(transform.eulerAngles, targetRotation, rotationTime);
};
if (rotationTime > 1)
{
Rotating = false;
}
}
}
Also consider using coroutines for more readable code and to improve performance.
Good work!
As it was mentioned already by this answer one of your main issues is that every time you use a new transform.rotation as interpolation start point
=> Your rotation starts fast and then gets slower and slower the closer you reach the target value.
There other issues here though:
You are using the transform.rotation.eulerAngles! From the API:
When using the .eulerAngles property to set a rotation, it is important to understand that although you are providing X, Y, and Z rotation values to describe your rotation, those values are not stored in the rotation. Instead, the X, Y & Z values are converted to the Quaternion's internal format.
When you read the .eulerAngles property, Unity converts the Quaternion's internal representation of the rotation to Euler angles. Because, there is more than one way to represent any given rotation using Euler angles, the values you read back out may be quite different from the values you assigned. This can cause confusion if you are trying to gradually increment the values to produce animation.
To avoid these kinds of problems, the recommended way to work with rotations is to avoid relying on consistent results when reading .eulerAngles particularly when attempting to gradually increment a rotation to produce animation. For better ways to achieve this, see the Quaternion * operator.
And then in general, since I see there is a Rigibody involved you shouldn't set or read anything directly via the Transform component at all but rather only go through that rigidbody! Otherwise you might break/fight against the physics resulting in strange behavior and breaking collision detection.
In your case in my eyes it is way easier to control the entire thing in a Corouine which avoids the need for all the class fields and imho is way easier to understand, control and maintain:
public class Movement : MonoBehaviour
{
public float speed = 0.1F;
[SerializeField] private Rigidbody rb;
private bool isRotating = false;
private void Awake()
{
if(!rb) rb = GetComponent<Rigidbody>();
}
public void Turn(InputAction.CallbackContext context)
{
//executes when 'E' is pressed
if (context.started && !isRotating)
{
StartCoroutine(RotateRoutine());
}
}
private IEnumerator RotateRoutine()
{
// little safety check first
if(Mathf.Approximately(speed, 0f)
{
yield break;
}
// Just to be really sure you avoid any concurrent routines
if (isRotating)
{
yield break;
}
// Lock so no other routine ca be started
isRotating = true;
// wait until we are in the next physics frame
yield return new WaitForFixedUpdate();
// store the initial rotation -> go throug the rigibody not the transform
var start = rb.rotation;
var end = start * Quaternion.Euler(0, 90f, 0);
var duration = 1 / speed;
for (var rotationTime = 0f; rotationTime < duration; rotationTime += Time.deltaTime)
{
// this would be a linear growing factor from 0 to 1
var factor = rotationTime / duration;
// optionally you could add ease in and out at the ends
// basically you can add whatever curve function you like to grow from 0 to 1 within the given rotationTime
factor = Mathf.SmoothStep(0, 1, rotationTime);
// interpolate from start to end while the factor grows from 0 to 1
var rotation = Quaternion.Slerp(start,end, factor);
// again for rigibdoy rather do this instead of going through transform
rb.MoveRotation();
// again wait for the next physics update
yield return new WaitForFixedUpdate();
}
// Just to be sure to end on clean values
rb.MoveRotation(end);
// release the lock for the next routine to start
isRotating = false;
}
}

Move Character from point A to B smoothly unity

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.

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);
}

Why are my characters flipping through the floor?

I am working on a simple patrol script, and everything works but the characters are randomly rolling through the floor when they turn around. Here is a short clip of them...
Here is my script...
public class Patrol : MonoBehaviour
{
public float speed = 5;
public float directionChangeInterval = 1;
public float maxHeadingChange = 30;
public bool useRootMotion;
CharacterController controller;
float heading;
Vector3 targetRotation;
Vector3 forward
{
get { return transform.TransformDirection(Vector3.forward); }
}
void Awake()
{
controller = GetComponent<CharacterController>();
// Set random initial rotation
heading = Random.Range(0, 360);
transform.eulerAngles = new Vector3(0, heading, 0);
StartCoroutine(NewHeadingRoutine());
}
void Update()
{
transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, targetRotation, Time.deltaTime * directionChangeInterval);
if (useRootMotion)
{
return;
}
else
{
controller.SimpleMove(forward * speed);
}
}
void OnControllerColliderHit(ControllerColliderHit hit)
{
if (hit.gameObject.tag == "Player")
{
// Bounce off the obstacle and change direction
var newDirection = Vector3.Reflect(forward, hit.normal);
transform.rotation = Quaternion.FromToRotation(Vector3.forward, newDirection);
heading = transform.eulerAngles.y;
NewHeading();
}
if (hit.gameObject.tag == "Boundary")
{
// Bounce off the obstacle and change direction
var newDirection = Vector3.Reflect(forward, hit.normal);
transform.rotation = Quaternion.FromToRotation(Vector3.forward, newDirection);
heading = transform.eulerAngles.y;
NewHeading();
}
}
/// Finds a new direction to move towards.
void NewHeading()
{
var floor = transform.eulerAngles.y - maxHeadingChange;
var ceil = transform.eulerAngles.y + maxHeadingChange;
heading = Random.Range(floor, ceil);
targetRotation = new Vector3(0, heading, 0);
}
/// Repeatedly calculates a new direction to move towards.
IEnumerator NewHeadingRoutine()
{
while (true)
{
NewHeading();
yield return new WaitForSeconds(directionChangeInterval);
}
}
}
I have tried adding a rigidbody to the characters and constraining rotation, but that doesnt work. Oddly enough, the character control isnt rotating at all. In the scene view I can see the character collider staying as it should, but the character flips through the mesh on its own.
It looks like it's because they are walking into a corner and being bounced between the two walls constantly which causes them to behave strangely. I would add a method of checking for a series of very quick collisions to detect that they are in a corner or stuck and then adapt accordingly, perhaps with a method to rotate 180 degrees and keep walking or the like.
You can do it like this:
float fTime = 0.1f
float fTimer = 0;
int iCollisionCounter;
if(collision){
if(fTimer > 0) iCollisionCounter++;
if(iCollisionCounter >= 5) //Character is stuck
fTimer = fTime;
}
Void Update(){
fTimer -= time.deltaTime;
}
That means that if there are multiple collisions within 0.1 seconds of each other you can handle it.
Hope this helps!

Unable to make ball jump and move same time

I am able to jump or move left/right any point in time. But unable to jump and at the same time move left/right simultaneously. Am I missing anything? My codes as follows. Thanks for advice.
public int rotationSpeed = 100;
public float jumpHeight = 8;
private bool isFalling = false;
void Update () {
// handle ball rotation
float rotation = Input.GetAxis("Horizontal") * rotationSpeed;
rotation *= Time.deltaTime;
rigidbody.AddRelativeTorque(Vector3.back * rotation);
//check input
if (Input.GetKeyDown(KeyCode.W))
{
rigidbody.velocity = new Vector3(0, jumpHeight, 0);
}
}
As stated in docs : here
In most cases you should not modify the velocity directly
you should use AddForce instead or AddForceAtPosition
EDIT :
Just to clarify why :
Velocity is a calculated result of the different forces applied to your object, you CAN assign this value to force the calculus to not be used BUT you SHOULD NOT because adding forces together with the builtin AddForce is way more stable and clean,
in short if you assign to velocity you bypass every calculus you've done before if you use AddForce, as name states you add a new force to your forces sum
EDIT 2 :
void Update () {
// handle ball rotation
float rotation = Input.GetAxis("Horizontal") * rotationSpeed;
rotation *= Time.deltaTime;
rigidbody.AddRelativeTorque(Vector3.back * rotation);
//check input
if (Input.GetKeyDown(KeyCode.W))
{
rigidbody.AddForce(new Vector3(0, jumpHeight, 0) * Time.deltaTime);
}
}

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