I would like to implement the type of behavior where a group of prey is evading from a predator like this Game
I tried to write the script this way but I don't get the desired motion the prey just moves forward.
public Transform target;
public float damping;
public float drivespeed;
void Update () {
transform.Translate(Vector3.forward * Time.deltaTime * -drivespeed);
Quaternion rotation = Quaternion
.LookRotation(target.position - transform.position);
transform.rotation = Quaternion
.Slerp(transform.rotation, rotation, Time.deltaTime * damping);
}
Looks like you want
transform.Translate(transform.forward * Time.deltaTime * -drivespeed);
instead of
transform.Translate(Vector3.forward * Time.deltaTime * -drivespeed);
(Vector3.forward being a world forward vector, not the object's forward vector.)
It could be that the transform.translate is being called before the rotation logic but it's hard to tell what's going wrong here.
Is the object rotating correctly?
If so is the transform moving forward ignoring the rotation?
Are drivespeed and damping variables != 0?
Related
I'm working on a hand sway system. And the problem is that when I use Vector3.Lerp(); for it, it looks really bad and laggy :
https://streamable.com/64y52o
And this is my source code :
Transform target;
float smooth;
void Update()
{
transform.position = Vector3.Lerp(transform.position, target.transform.position, smooth * Time.deltaTime);
}
And this is my setup in editor :
enter image description here
The script is attached to Hand game object. And the target input is Hand Pos object in inspector.
I tried using both Vector3.Lerp(); and Vector3.Slerp(); but it didn't change anything.
I also tried running code on both Update() and FixedUpdate() and even LateUpdate() but not much changed.
Full code for source :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HandSway : MonoBehaviour
{
public float smooth;
public float swayMultiplier = 1f;
public Vector3 handOffset;
public Transform target;
private void Update()
{
float x = Input.GetAxisRaw("Mouse X") * swayMultiplier;
float y = Input.GetAxisRaw("Mouse Y") * swayMultiplier;
Quaternion xRot = Quaternion.AngleAxis(-y, Vector3.right);
Quaternion yRot = Quaternion.AngleAxis(x, Vector3.up);
Quaternion rotation = xRot * yRot * target.rotation;
transform.localRotation = Quaternion.Slerp(transform.localRotation, rotation, smooth * Time.deltaTime);
transform.position = Vector3.Lerp(transform.position, target.transform.position, smooth * Time.deltaTime);
}
}
There are a few different approaches when animating an object.
One is to start from position A and interpolate over T seconds to position B. This would be expressed in code like:
t += Time.deltaTime;
transform.position = Vector3.Lerp(A, B, t / T);
This should move the object with a constant speed. If you want to control the speed instead you you could compute T = A.Distance(B) / speed. If you want a constant acceleration instead you could use SLerp.
If you want the object to track the target continuously rather than animating it I would probably not recommend just using Lerp. This will result in a speed that is completely dependent on the distance. This would be equal to a proportional only regulation, see PID controller. Notably, if your proportional factor (i.e. smooth * Time.deltaTime) is larger than 1 you will get oscillations, that might be what is happening.
I would probably recommend that you instead calculate the direction to the target, and cap the speed. You might also want to cap the acceleration for a smoother animation.
Any Quaternion genius could tell me what is wrong with my code ? I have this PlayerRotation script that does two things:
Rotate the player's Y axis localy
Align the player to the surface's normals
The PlayerMovement is only making the player go forward on the transform.forward axis. The problem is that when i start playing and going on some upside down surfaces after a while my player's Y axis gets offset with the joystick randomly, like tilting the joystick straight forward makes the player rotate slightly to the right
input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
Vector2 inputDir = input.normalized;
//Angle part
if (inputDir != Vector2.zero)
{
targetAngle = Mathf.Atan2(input.x, input.y) * Mathf.Rad2Deg + cam.eulerAngles.y;
Quaternion localRotation = Quaternion.Euler(0f, targetAngle - lastTargetAngle, 0f);
transform.rotation = transform.rotation * localRotation;
lastTargetAngle = targetAngle;
}
//Raycast part
if (Physics.Raycast(transform.position - transform.up * start, -transform.up, out hit, end))
{
Quaternion targetRotation = Quaternion.FromToRotation(transform.up, hit.normal);
transform.rotation = targetRotation * transform.rotation;
}
After many ajustement a concluded that the problem seems to be coming from the raycast part but i dont understand why
My experience with Quaternions is pretty much limited to using FromToRotation and LookRotation and trial and error until I get it working, so I'm not the most knowledgeable about Quaternions but here is what I think is happening:
You are detecting the rotation between the surface normal and the up vector, and than adding that to your current rotation. The problem with this is that even when your current rotation is already aligned with the surface normal you still add that rotation, causing it to over-rotate.
What you should do is either calculate the rotation from your current upwards direction to the surface normal or do something like I did below, which is fairly easy to understand:
Use your current rotation to determine the direction you want to be looking in
lookDirection = transform.rotation * Vector3.forward
And use your targetRotation, to determine the direction you want to be up
upDirection = targetRotation * Vector3.up
And calculate your final rotation using Quaternion.LookRotation
LookRotation(Vector3 forward, Vector3 upwards)
Resulting in your raycast block looking like this:
Quaternion targetRotation = Quaternion.FromToRotation(transform.up, hit.normal);
transform.rotation = Quaternion.LookRotation(transform.rotation * Vector3.forward, targetRotation * Vector3.up);
EDIT: I am at Uni using my craptop so I haven't actually tested this yet.
I know it's an old post and I can't comment on answers yet but Rishaan's answer worked for me I just had to change:
transform.rotation = Quaternion.LookRotation(transform.rotation * Vector3.forward, targetRotation * Vector3.up);
To:
transform.rotation = Quaternion.LookRotation(targetRotation * Vector3.forward, transform.rotation * Vector3.up);
Needed help here, I've been following this tutorial about Enemy Patrolling, https://www.youtube.com/watch?v=KKU3ejp0Alg
The tutorial tell us to set 2 Empty Game Objects and the coordinates so the sprite will walk from one direction to another, the walking does working, however the rotation of the sprite became really weird, the 'Worm' sprite is suppose to move left and right now it change into facing upward
Please look at this image,
When moving from left to right
When moving from right to left
public Transform[] patrolPoints;
public float speed;
Transform currentPatrolPoint;
int currentPatrolIndex;
// Use this for initialization
void Start()
{
currentPatrolIndex = 0;
currentPatrolPoint = patrolPoints[currentPatrolIndex];
}
// Update is called once per frame
void Update()
{
transform.Translate(Vector3.up * Time.deltaTime * speed);
if (Vector3.Distance(transform.position, currentPatrolPoint.position) < .1f) {
if (currentPatrolIndex + 1 < patrolPoints.Length)
currentPatrolIndex++;
else
currentPatrolIndex = 0;
currentPatrolPoint = patrolPoints[currentPatrolIndex];
}
Vector3 patrolPointDir = currentPatrolPoint.position - transform.position;
float angle = Mathf.Atan2(patrolPointDir.y, patrolPointDir.x) * Mathf.Rad2Deg - 90f;
Quaternion q = Quaternion.AngleAxis(angle, Vector3.forward);
transform.rotation = Quaternion.RotateTowards(transform.rotation, q, 180f);
}
This is the code
Thank you
You can pass the optional parameter Space.World to your translation to move your object relative to world space instead of object space. That should prevent your object from rotating.
transform.Translate(Vector3.up * Time.deltaTime * speed, Space.World);
You can read more about it in the documentation.
You probably rotated the enemy sprite by 90 degrees. Try placing all your scripts into empty game object with no rotation, than place the enemy sprite as child of the empty game object and rotate as you need. This way your logic won't collide with your graphics.
I am having a problem with the camera following the player. When the player moves, the camera shakes and this effect is more noticeable when the player is in the crouched position. I am using root motion for the player with animations by mixamo.
Player Script:
Transform cameraT;
void Start () {
cameraT = Camera.main.transform;
}
void FixedUpdate ()
{
float sideMotion = Input.GetAxis("SideMotion");
float straightMotion= Input.GetAxis("StraightMotion");
if (Mathf.Abs(sideMotion) > 0 || Mathf.Abs(straightMotion) > 0)
{
transform.eulerAngles = new Vector3(transform.eulerAngles.x,
cameraT.eulerAngles.y);
}
}
Camera Script:
public float distanceFromPlayer=2f;
public float mouseSensitivity=6;
public Transform player;
public Vector2 pitchConstraint= new Vector2(-30,80);
Vector3 rotationSmoothVelocity;
Vector3 currentRotation;
public float rotationSmoothTime = 0.2f;
float yaw; //Rotation around the vertical axis is called yaw
float pitch; //Rotation around the side-to-side axis is called pitch
private void LateUpdate()
{
yaw += Input.GetAxis("Mouse X") * mouseSensitivity;
pitch -= Input.GetAxis("Mouse Y") * mouseSensitivity;
pitch = Mathf.Clamp(pitch, pitchConstraint.x, pitchConstraint.y);
currentRotation = Vector3.SmoothDamp
(currentRotation, new Vector3(pitch, yaw), ref rotationSmoothVelocity, rotationSmoothTime);
transform.eulerAngles = currentRotation;
transform.position = player.position - transform.forward * distanceFromPlayer;
}
For public transform I just added an empty game object to player chest level and parented it to the player. I got the rotating camera smoothly trick from an online tutorial but that exact thing won't work on player rotation though.
A character controller is attached to player without any rigidbody or collider.
You are going to want to use Lerp on the camera in order to smooth its motion from one position to another. The Scripting API has a good example of Vector3.Lerp.
So in your case, you could add a public variable for smoothing position as well. Something like positionSmoothTime. Then make a "Desired Position" variable, we'll call it destPosition.
Vector3 destPosition = player.position - transform.forward * distanceFromPlayer;
transform.position = Vector3.Lerp(transform.position, destPosition, positionSmoothTime);
This should effectively smooth it to where the stuttering should go away. Another thing that will help that someone else mentioned is using a part of the body that moves less (Like the head) as the target. This combined with the Lerp function will give you a smooth camera movement.
Another large help would be to move things into the Update() function. The reason being is FixedUpdate() doesn't get called every frame. So you could potentially get stutter as a result. If you move everything into Update() it will update every frame and help smooth things out. If you do this though you will need to multiply all movement by Time.deltaTime as shown in the example below.
Vector3 destPosition = (player.position - transform.forward * distanceFromPlayer) * Time.deltaTime;
For more examples, check the links to each function to see Unity's documentation on it. It has examples of everything I've shown here.
Currently I have the following code, and it works 100% for a 3D game, but I can't get it to work for a 2D game.
What it is supposed to do, is once the object gets to the waypoint, it is supposed to rotate towards the new waypoint. What is actually happening is that it is rotating around the x and y axis, and not the z axis. What can I do to make it only rotate on the z axis? The object is supposed to turn as it moves forward based on the turn speed. It shouldn't be an instant turn, unless the turnspeed is a high number. But anyways, again I ask how do I get this code to only roate on the z axis?
void Update () {
if(toWaypoint > -1){
Vector3 targetDir = wayPoints[toWaypoint].position - transform.position;
Vector3 newDir = Vector3.RotateTowards(transform.forward, targetDir, turnSpeed * Time.deltaTime, 0.0f);
transform.rotation = Quaternion.LookRotation(newDir);
}
if(!usePhysics && toWaypoint != -1){
transform.Translate(Vector3.forward * Time.deltaTime * speed);
next();
}
}
Look rotation is not dependable for 2D games as the forward axis is different. One workaround is to parent the sprite to an empty GameObject with the z axis (blue arrow) pointed in the direction that the sprite will be rotating.
Looks like you're using Unity3D, which leaves me wondering why you're messing around with the Z-axis in the first place if you're making a game in 2D editing mode. The Z-axis does literally nothing in that mode, unless you set your two axes to include it somehow. My suggestion to you is to switch to 2D editing if you haven't already, then use Vector2s instead of Vector3s.
Also, try using one of the other axes as your axis of rotation (transform.right or .up instead of .forward).
I found what I was looking for:
void Update () {
if(toWaypoint > -1){
Vector3 vectorToTarget = wayPoints[toWaypoint].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 * turnSpeed);
}
if(!usePhysics && toWaypoint != -1){
transform.Translate(Vector3.right * Time.deltaTime * speed);
next();
}
}