I am trying to position my gun the way most fps games position it,
for example like this:
But I'm having a problem when I try to position and rotate it with the player. The gun doesn't rotate well and doesn't have the same position always.
Is there a way to keep a gun in the same position and make it rotate well with the player?
But my main problem is the position of the gun i need it to stay in one place like in every fps, when i start the game and pick a gun it spawn in diffrent location on the screen Because of the rotation.
Here's is the code that I am trying to use:
GameObject temp = GameObject.Find(gameObject.name);
playerGuns[keyPress] = Instantiate(temp, Player.transform.position
+ new Vector3(-2f, 3f, 4f), Quaternion.identity) as GameObject;
playerGuns[keyPress].name = gameObject.name;
playerGuns[keyPress].tag = gameObject.tag;
playerGuns[keyPress].transform.parent = Player.transform;
playerGuns[keyPress].transform.rotation.SetLookRotation(Player.transform.position);
Alright here is the answer I promised:
First issue was with how you were setting your rotation, SetLookRotation takes in 2 parameters, Vector3 view, and Vector3 up the second is defaulted to Vector3.up. You were passing in the player.transform.position, for the "view" which is the direction you want transform to look in. Think of it like this, if I am far east facing west, my weapon will face east... (That is assuming the SetLookRotation normalizes it.) this is because my actual position is east, from some arbitrary origin. Something you could have used would have been player.transform.forward.
To spawn an object and have it have the same relative rotation and and position you can use Instantiate like you have in your original code. There are Several versions of instantiate.
In the comments I said to give yourself an offsetPosition and a eulerAngle, but this can be quite troublesome if you have multiple weapons. I mentioned I would give a recommendation for how I would set this up for multiple weapons... So here yea go.
Scriptable Objects,
In Unity you can create this objects to store information about a particular object, so for example a "Weapon" object can look like this:
using UnityEngine;
using System.Collections;
[CreateAssetMenu(fileName = "New Weapon", menuName = "Weapon")]
public class WeaponObject : ScriptableObject {
public string objectName = "New Weapon";
public Vector3 offSetPosition;
public Vector3 startOffsetRotation;
public float fireRate;
// Using a gameObject to store the weapon model so you can technical
// store the firing point.
public GameObject weaponModel;
}
You can create a new object now by right-clicking in your asset directory and going to create->weapon. Once you have done this you can rename the object it made, and the inspector will show all the public fields for this object you can modify.
With this you can create multiple weapons, and store their data in like a WeaponManager, that spawns every weapon. with something like:
WeaponObject weapon = WeaponManager.getWeapon(keyPress);
playerGuns[keyPress] = Instantiate(weapon.weaponModel, Player.transform.position + weapon.offsetPosition, Quaternion.identity) as GameObject;
playerGuns[keyPress].name = weapon.objectName;
playerGuns[keyPress].transform.parent = Player.transform;
playerGuns[keyPress].transform.eulerAngles = weapon.startOffsetRotation;
if(player.weaponScript != null) {
// we can have a single script for all of our weapons, and the WeaponObject
// will control its firerate, which projectiles it fires, etc.
player.weaponScript.setWeapon(weapon);
}
playerGuns[keyPress].transform.parent = Player.transform;
This line might be causing a problem. If you are parenting your gun to the players transform then it will follow the player. But it sounds like you want it to follow the camera?
try:
playerGuns[keyPress].transform.parent = Camera.main.transform;
Here is a useful answer provided by reddit user Mathias9807:
Many games will clear the depth buffer before drawing the gun model.
This will prevent the gun model from clipping through geometry but it
can look a bit weird when standing near a wall:
If you just want to render an object sticking to the camera you should
just get rid of the view matrix (Assuming you're using model-, view-
and projection matrices).
Explanation: Normally when you are using a view matrix (the camera matrix),the objects in the scene are being translated relative to the magnitude of the cameras position vector, and rotating by its yaw and pitch, which gives the illusion of a camera moving in a 3D space, but really there is no camera, just the objects in the scene that scale, and translate in in relation to the values defined for the camera.
So, when you remove that camera matrix for an object, the cameras position now has no influence on the models position, or put another way, the model does not move relative to the camera anymore but moves congruently with the camera.
Related
I'm making a very simple 3D game in Unity where I have this space shuttle I can move around in space around asteroids and I can shoot when pressing/holding the mouse button. I'm doing this by Instantiating a sphere at the "Emitter" transform.position and then just applying a forward Force to that bullet object.
It all works fine, but the one thing I don't like and also don't know how to fix is how the bullets keep their position when shooting and moving the mouse left-right, instead of keeping a perfectly straight line at all times.
This is how it looks when I'm shooting and moving my camera at the same time:
Screenshot while shooting
Here's a gif for better visualization.
Right now it looks like I'm pissing lasers, which is never good. I tried making the bullet speed a lot faster, but then the bullets become harder and harder to see and it doesn't look as good.
This is the code by which I'm shooting the bullets:
private void Fire()
{
GameObject bullet = Instantiate(laserPrefab);
GameObject bullet2 = Instantiate(laserPrefab);
Physics.IgnoreCollision(bullet.GetComponent<Collider>(), shuttleCollider.GetComponent<Collider>());
Physics.IgnoreCollision(bullet2.GetComponent<Collider>(), shuttleCollider.GetComponent<Collider>());
bullet.transform.position = laserEmitter.position;
bullet2.transform.position = laserEmitter2.position;
/*Vector3 rotation = bullet.transform.rotation.eulerAngles;
Vector3 rotation2 = bullet2.transform.rotation.eulerAngles;
bullet.transform.rotation = Quaternion.Euler(rotation.x, transform.eulerAngles.y, rotation.z);
bullet2.transform.rotation = Quaternion.Euler(rotation2.x, transform.eulerAngles.y, rotation2.z);*/
bullet.GetComponent<Rigidbody>().AddForce(laserEmitter.forward * laserSpeed, ForceMode.Impulse);
bullet2.GetComponent<Rigidbody>().AddForce(laserEmitter.forward * laserSpeed, ForceMode.Impulse);
StartCoroutine(DestroyBulletAfterTime(bullet, bulletDeathTime, bullet2));
}
Don't mind the commented lines, I was just messing around trying to see if I can get it to work. The shooting behaves the same with or without those commented lines.
Of course, a projectile based system will behave and look like a projectile system.
If you want laser behavior use a LineRenderer. Raycast where your laser line should end (either laser max distance or the point of hitting an object in range).
If you don't like the "static" looks of it, change the LineRenderer Material to something that changes over time (search for shaders/ LineRenderer effects).
I am looking at developing a game within Unity by using C#
The game will take the gyroscope orientation and rotate accordingly to the direction of which the phone is rotated.
I am curious of how this would work, I understand how I would be able to read and update the gyroscope orientation however I am unsure on how to assign this to a world to rotate. There will be a player on world which will be the next challenge to prevent the player clipping through the world when it is rotated.
Hence the world should rotate around the players current location.
I currently have no code as I am in the process of designing this, however i am unable to get the logic of how to make this work within my head
Thankyou
If I get your objective right, I guess rotating the camera like in a Fist-Person game should be enough, and would be way simpler than rotating the whole world while keeping the player static.
This is how I would go about it, first I wouldn't rotate the world, as that is alot of objects to rotate, but if you really wanted to you could parent all of the world to a single game object, then rotate that object about an axis based off of the players position(See this: https://docs.unity3d.com/ScriptReference/Transform.RotateAround.html).
The simplest way is to attach your main camera to your player(Drag and drop it on your Player Object in your hierchy), then rotate your player.
for an example you can test on your machine without the gyroscrope:
using UnityEngine;
public class rotatorScript: MonoBehaviour {
void Update() {
// Will Rotate based off of left/right arrows
float rotator = -Input.GetAxisRaw("Horizontal");
// Move up or down based off of up/down Arrows
float verticalDirection = Input.GetAxisRaw("Vertical");
// Do the actual movement... using space.self so it is based on the player not the world.
transform.Translate(Vector3.up * verticalDirection * Time.deltaTime * 5f, Space.self);
transform.Rotate(0f,0f,90f * Time.deltaTime * rotator);
}
}
This script would be attached to the player.
Plane object position to Plane GameObject position.
Basically I've created a plane based on three points. But, for testing reasons I need to know where the Plane is. So, I've got a Plane GameObject (that comes with a mesh, texture, and all the other things that come with it) in my Hierarchy. I want to move the Plane GameObject to the position and the normal to be that of the Plane object.
Here's some of the code:
plane1Go = GameObject.Find("Plane1");
Plane plane1 = new Plane(Point1,Point2,Point3);
plane1Go.gameObject.GetComponent<Mesh>().vertices= new Vector3[4]{Point1,Point2,Point3,Point4};
As you can see I use the three points, used to make the Plane object to move the Plane GameObject.
First thing, the Plane GameObject does not move and I don't know why.
Second and more importantly, I want to use the Plane object to actually be the point of reference for the Plane GameObject.
Unless it has changed, you should be modifying the Transform element of the gameobject.
GameObject.FindWithTag("PlaneTop").transform.position = new Vector3(10, 0, 0);
This maintains the mesh, but moves the object.
The reference point for the GameObject itself depends on where the local space origin of the mesh is placed when the mesh is exported. I'm not entirely sure what you are trying to achieve but it may be a case of repositioning the mesh itself, rather than the game object.
I'll suggest a two-step approach:
Position a GameObject on the plane
Make that GameObject face in a direction equal to the plane's normal
I assume that you have a mesh attached to the GameObject, perhaps a big quadrilateral of some sort.
Plane plane = new Plane(point1, point2, point3);
//technically, any point on the plane will work
//for our purposes, I'll take the average of your three inputs
Vector3 center = (point1 + point2 + point3) / 3f;
//find the plane's transform
Transform planeTransform = GameObject.Find("Plane1").transform;
//position the plane
//then make it face toward its normal
planeTransform.position = center;
planeTransform.LookAt(planeTransform.position + plane.normal);
The second part of your question is less clear:
I want to use the Plane object to actually be the point of reference for the Plane GameObject.
You could reposition planeTransform as often as needed. You could reposition it each time the plane changes, or once per frame in an Update function.
I do recommend caching the results of GameObject.Find if you're going to be calling this a lot.
I'm making a unity 3D game, part of the game allows the player to get into a car and drive it.
Inside the car I have put a "seat" GameObject whose position and rotation is used to determine where the player will sit.
When I want the player to sit in the car, I make the car the players parent, then set the player transform position and rotation to that of the seat.
Here is the C# code
// make player's parent the same as the seats parent (which is the car)
transform.parent = seat.transform.parent;
// put player in the exact position and rotation as the seat
animator.transform.position = transform.position = seat.transform.position;
animator.transform.rotation = transform.rotation = seat.transform.rotation;
animator.transform.localPosition = transform.localPosition = seat.transform.localPosition;
animator.transform.localRotation = transform.localRotation = seat.transform.localRotation;
This seems like it should work, but what ends up happenning is that for some reason the player does not end up perfectly in the seat, but some short distance away from it, and also the players rotation doesnt match the seat, instead ends up slightly off. So the player looks like he is not really in the seat but floating near it, and turned around in some other direction.
Anybody knows what I'm doing wrong?
position specifies an object's location in the world. If you take two objects and assign the same position, then they will both be in the same place.
localPosition specifies an object's location relative to its parent. If you take two objects and assign the same localPosition, the outcome will depend on the position of each object's parent. If they have different parents, different scaling, or different rotation, they may end up in different places.
Roughly the same idea applies to rotation and localRotation.
You seem to have confused the relationship between world-space and local-space coordinates. It's very important to understand the difference, and how they relate to the scene hierarchy.
If you want to put both objects in the same place, this should suffice:
transform.position = seat.transform.position;
transform.rotation = seat.transform.rotation;
If you want the object to move with the car, afterward, you could also reassign its parent:
transform.parent = seat.transform.parent;
Check your player object's pivot point.It might not be on position you expect.If it is not, try to make it point where you want by dragging your model.
I currently have an item placement system for building. It works by instantiating a "ghost" of the object that shows where it can be placed, the ghost (semi-transparent) object is attached to the camera and instantiates the object in its place when the player clicks.
I get the position at which to keep the ghost object like so:
var pos = transform.position + transform.forward * placeDistance; // A position 'someDistance' in front of the player
pos.y = Terrain.activeTerrain.SampleHeight(pos); // Get the position at the surface of the terrain to place the object
firePlaceable.transform.position = pos + Vector3.up * 0.001f; // 'halfHeight' is used in case the pivot is not on the base
Now.. I need the object to rotate according to the terrain so that the fire place is placed more or less correctly rotated. Any ideas? What would the best plan be?
Use the terrain normal vector at the place' position.
For example you could do a raycast straight down from the fireplace. The resulting hit contains a normal that is your place' up vector.
By thinking of it... I assume you already doing a raycast to get the position to place the fireplace right?
Use the placement raycast to get the up vector instead of making a new one.
So basicly do
fireplace.transform.up = clickPlaceHit.normal;