Good day. I am trying to achieve simple thing but nothing just works....
The desired output:
• Player touches a place in my world
• Character starting to smoothly move with walking animation towards that location
The actual result:
• Player touches a place in my world
• Character just jumps into the final point, no smooth movement nothing
Things tried:
• Vector2 finalPosition = Camera.main.ScreenToWorldPoint(position);
transform.position = finalPosition;
In this scenario the character just jumps into the final point
• Vector2 finalPosition = Camera.main.ScreenToWorldPoint(position);
transform.Translate(finalPosition);
In this case character just dissappears from the screen.
Any solution?
You can use Vector2.Lerp() to move smoothly between two points.
Some pseudo code:
bool move;
float t;
Update()
{
if () // insert condition to begin movement
{
move = true;
t = 0; // reset timer
startPos = transform.position; // store current position for lerp
finalPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
}
if (move)
MovePlayer();
}
void MovePlayer()
{
t += Time.deltaTime / 3f; // 3 is seconds to take to move from start to end
transform.position = Vector2.Lerp(startPos, finalPosition, t);
if (t > 3)
{
move = false; // exit function
}
}
in update:
transform.position += (final_pos - transform.position).normalized * Time.deltaTime;
this is adding to your current position the direction ... use delta time to scale the movement and you can increase or decrease the speed by multiplying it all by some scalar value, ie any float value. note that it’s best to normalize once rather than every frame but this is the general idea.
Related
I've been told that Rigidbody.MoveRotation is the best way in Unity 3D to rotate the player between fixed positions while still detecting hits. However, while I can move smoothly from fixed position to position with:
if (Vector3.Distance(player.position, targetPos) > 0.0455f) //FIXES JITTER
{
var direction = targetPos - rb.transform.position;
rb.MovePosition(transform.position + direction.normalized * playerSpeed * Time.fixedDeltaTime);
}
I can't find out how to rotate smoothly between fixed positions. I can rotate to the angle I want instantly using Rigidbody.MoveRotation(Vector3 target);, but I can't seem to find a way to do the above as a rotation.
Note: Vector3.Distance is the only thing stopping jitter. Has anyone got any ideas?
First of all MoveRotation doesn't take a Vector3 but rather a Quaternion.
Then in general your jitter might come from overshooting - you might be moving further than the distance between your player and target actually is.
You can avoid that bit by using Vector3.MoveTowards which prevents any overshooting of the target position like e.g.
Rigidbody rb;
float playerSpeed;
Vector3 targetPos;
// in general ONLY g through the Rigidbody as soon as dealing wit Physics
// do NOT go through transform at all
var currentPosition = rb.position;
// This moves with linear speed towards the target WITHOUT overshooting
// Note: It is recommended to always use "Time.deltaTime". It is correct also during "FixedUpdate"
var newPosition = Vector3.MoveTowards(currentPosition, targetPos, playerSpeed * Time.deltaTime);
rb.MovePosition(newPosition);
// [optionally]
// Note: Vector3 == Vector3 uses approximation with a precision of 1e-5
if(rb.position == targetPos)
{
Debug.Log("Arrived at target!");
}
Then you can simply apply this same concept also to rotation by going through the equivalent Quaternion.RotateTowards basically just the same approach
Rigidbody rb;
float anglePerSecond;
Quaternion targetRotation;
var currentRotation = rb.rotation;
var newRotation = Quaternion.RotateTowards(currentRotation, targetRotation, anglePerSecond * Time.deltaTime);
rb.MoveRotation(newRotation);
// [optionally]
// tests whether dot product is close to 1
if(rb.rotation == targetRotation)
{
Debug.Log("Arrived at rotation!");
}
You can go one step further and use a tweeting library to tween between rotations.
DOTween
With that you can call it like this:
rigidbody.DoRotate(target, 1f) to rotate to target in 1 second.
Or even add callbacks.
rigidbody.DoRotate(target, 1f).OnComplete(//any method or lambda you want)
If at some point you want to cancel the tween yuou can save it on a variable and then call tween.Kill();
So, you want to animate the rotation value over time until it reaches a certain value.
Inside the Update method, you can use the Lerp method to keep rotating the object to a point, but you will never really reach this point if you use Lerp. It will keep rotating forever (always closer to the point).
You can use the following:
private bool rotating = true;
public void Update()
{
if (rotating)
{
Vector3 to = new Vector3(20, 20, 20);
if (Vector3.Distance(transform.eulerAngles, to) > 0.01f)
{
transform.eulerAngles = Vector3.Lerp(transform.rotation.eulerAngles, to, Time.deltaTime);
}
else
{
transform.eulerAngles = to;
rotating = false;
}
}
}
So, if the distance between the current object angle and the desired angle is greater than 0.01f, it jumps right to the desired position and stop executing the Lerp method.
I'm trying to move my object towards movePoint with the space button through the Input System. The problem I'm having is that the bool I use that is true when I press space is only active for one frame so the distance traveled is very small.
void Update()
{
float movementAmount = speed * Time.deltaTime;
bool snaptoHighlight = playerControls.Player.space.WasPerformedThisFrame();
Debug.Log(snaptoHighlight);
if (snaptoHighlight)
{
//transform.position = movePoint.position;
transform.position = Vector2.MoveTowards(transform.position, movePoint.position, movementAmount);
}
}
If I just use transform.position = movePoint.position the object does move to where I want it to be but it instantly teleports but I am trying to get the moving animation in between the travelling. Is there a way to approach this? thank you
travelTime = 0.0f;
while (Vector3.Distance(Vector2.Lerp(startPos, endPos, travelTime), transform.position) >= maxDistance) {
locationToGo = Vector2.Lerp(startPos, Input.mousePosition, travelTime);
travelTime += 0.1f;
}
// SHOW
// Smoothly move the camera towards that target position
transform.position = Vector3.SmoothDamp(transform.position, locationToGo, ref velocity, smoothTime);
So, this code is meant to use Lerp to return a Vector2 a certain amount of 'steps' towards the mouse pointer. And then give that value to the SmoothDamp to move the square to the pos. But the Lerp is not calculating correctly. Does anyone know what is wrong, or any better working alternatives?
Since I don't really know what exactly you are trying to achieve i'm just gonna guess you want to move a GameObject to the MousePosition every Frame.
You could do it like this (it is out of my head, not compileproof):
GameObject ourGameobject;
Vector3 ourTarget;
void Update()
{
ourGameobject.transform.position = Vector3.lerp(ourGameobject.transform.position, ourTarget, Time.DeltaTime);
}
For faster or lower speed just multiply Time.DeltaTime with sth.
Also Note that Input.MousePosition returns a coordinate on the screen.
I'm Making a movement script with vector 2 and Rigidbody.velocity. I want my gameobject to move until a certain x pos and then return to the initial pos, all of that while moving continiously. I achieved the first part, it goes backwards when it reaches a certain point but then the backwards movement never stops:
public float spawnPos;
public float currentPos;
public float constantSpeed = 3;
public float speed = 0;
KeyInput scriptBeholderKI;
Rigidbody2D squadRigidBody;
//Comprovation of spawnposition and KeyInput
//Script adquisition
void Start () {
spawnPos = transform.position.x;
scriptBeholderKI = gameObject.GetComponent <KeyInput> ();
squadRigidBody = gameObject.GetComponent <Rigidbody2D> ();
}
void FixedUpdate () {
//Movement
squadRigidBody.velocity = new Vector2 (constantSpeed + speed , 0);
//key inputs
if (Input.GetKeyDown (scriptBeholderKI.forward)) {
StopAllCoroutines ();
StartCoroutine (RightMovement(0f));
}
if (Input.GetKeyDown (scriptBeholderKI.backwards)) {
StopAllCoroutines ();
StartCoroutine (LeftMovement (0f));
}
}
//Speed values (Right, Left)
IEnumerator RightMovement (float Rloop) {
while (transform.position.x < constantSpeed * Time.time + spawnPos + 14) {
speed = 10f;
yield return new WaitForSeconds (Rloop);
}
if (transform.position.x> constantSpeed * Time.time + spawnPos + 14) {
StopAllCoroutines ();
StartCoroutine (LeftMovement (0f));
}
}
IEnumerator LeftMovement (float Lloop) {
while (transform.position.x > constantSpeed * Time.time + spawnPos) {
speed = -7f;
yield return new WaitForSeconds (Lloop);
}
}
If you also see anything that could be improved pls make me note c:
edit:
when I press the forward input my gameobject moves until it reaches a point, when I press the bacwards one it moves to the left nonstop.
also the thing is that I want my target to move at the constantspeed of the gameobject, thats why I use Time.time. the movements I do with the inputs are more properly said accelerations. I want my target to be always at the same relative distance from the gameobject, since the game starts. At least the maxium reach to the right is the one I want...
And I also tried to remove the stop all coroutines block and nothing, I but my intention was to be able to cancel the movement whenever I want (I removed the one in the RightMovement coroutine, however. It wasn't neecesary after all)
one last thing: I changed "FixedUpdate" for "Update" because it gave me problems with my inputs response, I don't know if it's relevent but just in case.
I think you are mistaking the Time.time variable. Just like yes mentions in his comment
Time.time is the time in seconds since the start of the game.
This means, as time moves by, so will your target, which will slowly but surely move away.
Instead of Time.time you could however use Time.deltaTime
Time.deltaTime is the time in seconds it took to complete the last frame
This is most often used for movement.
When you multiply with Time.deltaTime you essentially express: I want to move this object 10 meters per second instead of 10 meters per frame, if the multiplication is 10.
Unity docs: Time.deltaTime
I have a ball which rotates around the point 0,0,0 in the Z-axis. When the space button is pressed, the ball has to go inside the large circle. Now my code looks like this. When you press space, the ball does not behave as they should. I want to know how to make a balloon down exactly down
that's how the ball should behave ->
behavior image
my code:
void Update () {
if (Input.GetKeyDown (KeyCode.Space)) {
transform.position = new Vector3 (transform.position.x - 1, transform.position.y - 1, 0);
} else {
transform.RotateAround(new Vector3(0,0,0), new Vector3(0,0,1), 2);
}
}
Your code to 'jump' the orbit doesn't do what you want because Transform.RotateAround modifies both the rotation and the position of the object's transform.
So jumping to (position - 1,1,0) in the world is going to return wildly different results every time.
What you want to do instead is calculate the (Vector) direction from the object to the centre of orbit (the difference), then scale that down to how far you want it to move, then apply it to the position.
private Vector3 _orbitPos = Vector3.zero;
private float _orbitAngle = 2f;
private float _distanceToJump = 2f;
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
var difference = (_orbitPos - transform.position).normalized * _distanceToJump;
transform.Translate(difference);
}
transform.RotateAround(_orbitPos, Vector3.forward, _orbitAngle);
}
This will move the object to be orbiting 2 units closer when space is pressed immediately.
If you wanted to have a smooth transition instead of a jump, look into using Mathf.Lerp, Vector3.Lerp and the routines involved.