Unity Multiplayer:Camera Only following one player - c#

I built a game using Survival Shooter asset of unity.The problem i face is that the camera only follows the host player in the host device while none of the players are followed in the other client devices.
Camera Follow
public class CameraFollow : MonoBehaviour
{
Transform target; // The position that that camera will be following.
public float smoothing = 5f; // The speed with which the camera will be following.
Vector3 offset; // The initial offset from the target.
void Start ()
{
target = GameObject.FindGameObjectWithTag ("Player").transform;
offset = transform.position - target.position;
}
void FixedUpdate()
{
// Create a postion the camera is aiming for based on the offset from the target.
Vector3 targetCamPos = target.position + offset;
// Smoothly interpolate between the camera's current position and it's target position.
transform.position = Vector3.Lerp (transform.position, targetCamPos, smoothing * Time.deltaTime);
}
}
LocalPlayerSetup Script
public class LocalPlayerSetup : NetworkBehaviour
{
void Start()
{
GameObject.FindGameObjectWithTag ("EnemyManager").SetActiveRecursively (true);
if (isLocalPlayer) {
GameObject.FindGameObjectWithTag ("MainCamera").GetComponent<CameraFollow> ().enabled = true;
GetComponent<PlayerMovement> ().enabled = true;
GetComponentInChildren<PlayerShooting> ().enabled = true;
}
}

Do not assign the target for the camera in its Start method. Instead make it public and assign it in the start method of the local player like this:
if (isLocalPlayer) {
("MainCamera").GetComponent<CameraFollow> ().target = transform;
}

Related

How to create a camera that combines both forced movement and smooth player following

Context
So I'm making a clone of Crossy Roads where the camera follows the player. It does some linear interpolation (Lerp) after moving, and the camera starts moving away from the player in the positive direction (x-axis until camera reaches to a certain range where player is not visible enough). Things I have tried is by flagging it, but I think I'm doing it wrong.
Problem
I have done my camera movements accordingly, but I am having an issue where the conditions are not properly met. I'm get the offset camera after not moving, but it does not the Lerp, and vice-versa. I want both to happen after a certain condition after the game starts. When the player moves, the camera follows it in Lerp. However, once the player is "Idle", its still Lerping. I want the camera to continue by itself and at the same time focus at the player's object.
Example
Camera with Lerp, but not moving away from the player
Camera moving away, but not following player with lerp
Code
CameraController.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/*
** Camera following player (Smoothing and angle): https://youtu.be/4HpC--2iowE
** Maximo: https://www.youtube.com/watch?v=bXNFxQpp2qk&ab_channel=iHeartGameDev
** Moving character relative to camera: https://forum.unity.com/threads/moving-character-relative-to-camera.383086/
** Camera follow v2: https://youtu.be/Jpqt2gRHXtc?list=PLq_nO-RwB516fNlRBce0GbtJSfysAjOgU
*/
public class CameraController : MonoBehaviour
{
public GameObject player;
public PlayerControl playerControlScript;
private Vector3 newCameraPos;
public bool stillIdle;
void Start()
{
stillIdle = false;
PlayerControl playerControlScript = GetComponent<PlayerControl>();
}
void LateUpdate()
{
player = GameObject.FindGameObjectWithTag("Player");
if (playerControlScript.GetfirstInput()) //True
{
stillIdle = true;
newCameraPos = Vector3.Lerp(transform.position, playerControlScript.transform.position, Time.deltaTime);
transform.position = new Vector3(newCameraPos.x, 1, newCameraPos.z);
}
if (stillIdle)
transform.position = new Vector3(transform.position.x + 0.69f * Time.deltaTime, transform.position.y, transform.position.z); //Moving camera away effect
}
}
PlayerControl.cs
public class PlayerControl : MonoBehaviour
{
bool firstInput;
Vector3 startPos;
Vector3 endPos;
public bool GetfirstInput() //I was learning how to have a Get function while my member was private from another script file
{
return firstInput;
}
void Update()
{
if (Input.GetButtonDown("up") || Input.GetButtonDown("left") || Input.GetButtonDown("right") || Input.GetButtonDown("down"))
{
//if game starts
{
//Other variables being initialized here
firstInput = true;
}
}
}
}
Hierarchy/Inspector
Main Camera
Player Object
Some help would be appreciate it. I feel I have been staring at this problem and I bet it is something minimal and small from just thinking it.
Let me know if you need clarifications. I'm happy to edit and answer them for everyone
If player in your game does not change, you don't have to find the player reference in each LateUpdate().
I notice that once stillIdle is set true, it never goes back to false, is this your intention to do that?
You call Lerp when playerControlScript.GetfirstInput() is true, so maybe we need to look at its implementation. Maybe it turns true in some conditions you do not intend it to.
Maybe Try this
public class PlayerControl : MonoBehaviour
{
private bool _hasFireFirstInput = false;
private bool _isIdle = true;
public bool IsIdle => _isIdle;
public bool HasFireFirstInput => _hasFireFirstInput;
private void Update()
{
if (Input.GetButton("Horizontal") || Input.GetButton("Vertical"))
{
_hasFireFirstInput = true;
_isIdle = false;
Vector3 pos = transform.position;
pos = new Vector3(pos.x, pos.y, pos.z + .2f * Time.deltaTime);
transform.position = pos;
}
else
{
_isIdle = true;
}
}
}
I use Input.GetButton() rather than Input.GetButtonDown(), since the later only return true at the frame the button is pressed, meaning that if i long-press the button, it will return false after the next frame.
public class CameraController : MonoBehaviour
{
[SerializeField] PlayerControl _playerControlScript;
[SerializeField] Vector3 _offset;
[SerializeField] float _lerpSpeed;
bool _iskeepLerping = false;
float _lerpVal = 0f;
private void LateUpdate()
{
if (!_playerControlScript.HasFireFirstInput)
{
return;
}
if (_playerControlScript.IsIdle)
{
MoveAway();
}
else
{
Lerp();
}
}
private void MoveAway()
{
_iskeepLerping = false;
transform.position = new Vector3(transform.position.x + 0.69f * Time.deltaTime, transform.position.y, transform.position.z);
}
private void Lerp()
{
if (!_iskeepLerping)
{
_lerpVal = 0f;
}
Vector3 newCameraPos = Vector3.Lerp(transform.position, _playerControlScript.transform.position + _offset, _lerpVal);
transform.position = newCameraPos;
_lerpVal += _lerpSpeed * Time.deltaTime;
_iskeepLerping = true;
}
}

FPS Projectile firing from the wrong place

I'm trying to make a basic FPS game in Unity and I'm having an issue where the projectiles I shoot won't instantiate in the right place. From what I can tell, the projectile instantiates in roughly the same position relative to the player regardless of where I look (that position being a little to the left of the starting angle of the player).
Here's a 20 second video demonstration of what I'm talking about.
https://youtu.be/WLVuqUtMqd0
Even when I'm facing the exact opposite direction of where the projectile usually instantiates it still spawns in the same place, which means the projectile ends up spawning behind the player and hitting the player.
I tried using Debug.DrawRay() to see if maybe the firepoint itself is wrong (which would be shown by the ray starting somewhere other than the gun barrel). However it seems like the starting point of the ray is correct every time.
I'm not sure if this is related to the issue above, but I have noticed that the ray direction is wrong if I'm looking a little below the horizon. It seems like the projectile's direction is correct regardless though.
Ray directions when looking slightly above the horizon vs. lower
Here's my code for intantiating/shooting the projectile. I think the most relevant parts are probably shootProjectile() and instantiateProjectile(). This script is attached to the player character.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Shooting : MonoBehaviour
{
public Camera cam;
public GameObject projectile;
public Transform firePoint;//firePoint is set to the end of the barrel.
public float projectileSpeed = 40;
//private var ray;
private Vector3 destination;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
//var ray = cam.ViewportPointToRay(new Vector3(0.5f,0.5f,0));
//Debug.DrawRay(ray.origin, ray.direction);
if(Input.GetButtonDown("Fire1")) {
//player is shooting
ShootProjectile();
}
}
void ShootProjectile() {
Ray ray1 = cam.ScreenPointToRay(Input.mousePosition);
//Debug.Log(ray.direction);
RaycastHit hit;
if(Physics.Raycast(ray1, out hit))//checking whether the player is going to hit something
{
destination = hit.point;
}
else {
destination = ray1.GetPoint(1000);
}
Debug.DrawRay(firePoint.position, destination, Color.white, 10f);
InstantiateProjectile(firePoint);
}
void InstantiateProjectile(Transform firePoint) {
var projectileObj = Instantiate (projectile, firePoint.position, Quaternion.identity) as GameObject;//projectile is instantiated
projectileObj.GetComponent<Rigidbody>().velocity = (destination - firePoint.position).normalized * projectileSpeed;//projectile is set in motion
}
}
Here's the location of firePoint.
firePoint (i.e. where the projectile should instantiate)
I would appreciate any help on this, as I've been trying to fix it (on and off) for several days, and really have no idea what the problem is.
Edit: Here's my player movement script(s) as well. The first one is PlayerController.cs, and it converts the player's inputs into the appropriate movement vectors and camera rotation. It then calls methods from PlayerMotor.cs, which actually performs the movements.
PlayerController
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(PlayerMotor))]
public class PlayerController : MonoBehaviour
{
[SerializeField]
public float speed = 10f;
[SerializeField]
private float lookSens = 3f;
private PlayerMotor motor;
void Start() {
motor = GetComponent<PlayerMotor>();
//Debug.Log("PlayerControllerStart");
Cursor.lockState = CursorLockMode.Locked;
}
void Update() {
//Debug.Log("PlayerControllerUpdate");
//calculate movement velocity as 3D vector.
float xMov = Input.GetAxisRaw("Horizontal");
float zMov = Input.GetAxisRaw("Vertical");
Vector3 movHorizontal = transform.right * xMov;
Vector3 movVertical = transform.forward * zMov;
Vector3 velocity = (movHorizontal + movVertical).normalized * speed;
motor.move(velocity);
//speed*=(float)1.15;
//rotation
float yRot = Input.GetAxisRaw("Mouse X");
Vector3 rotation = new Vector3 (0f, yRot, 0f) * lookSens;
motor.rotate(rotation);
float xRot = Input.GetAxisRaw("Mouse Y");
Vector3 cameraRotation = new Vector3 (xRot, 0f, 0f) * lookSens;
motor.rotateCamera(cameraRotation);
if (Input.GetKeyDown(KeyCode.Space) == true && motor.isGrounded()) {
motor.canJump=true;
}
if (Input.GetKey(KeyCode.W) == true) {
motor.accel=true;
}
else{
motor.accel=false;
}
}
}
PlayerMotor:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
public class PlayerMotor : MonoBehaviour
{
[SerializeField]
private Camera cam;
private Vector3 velocity = Vector3.zero;
private Vector3 rotation = Vector3.zero;
private Vector3 cameraRotation = Vector3.zero;
private Vector3 jumpVector = new Vector3 (0f, 5f, 0f);
private PlayerController pc;
private Rigidbody rb;
public bool canJump;
public bool accel;
public float acceleration;
int jumpCount;
void Start() {
rb = GetComponent<Rigidbody>();
pc = GetComponent<PlayerController>();
canJump=false;
jumpCount=0;
accel=false;
//acceleration = 1.0;
//distToGround = collider.bounds.extents.y;
//Debug.Log("PlayerMotorStart");
}
//sets velocity to a given movement vector.
public void move(Vector3 _velocity) {
velocity = _velocity;
}
public void rotate(Vector3 _rotation) {
rotation = _rotation;
}
public void rotateCamera(Vector3 _cameraRotation) {
cameraRotation = _cameraRotation;
}
public bool isGrounded() {
return Physics.Raycast(transform.position, -Vector3.up, (float)2.5);
}
public void jump() {
rb.AddForce(transform.up * 250f);
//Debug.Log("Jump"+jumpCount);
jumpCount++;
canJump=false;
}
void FixedUpdate() {
performMovement();
performRotation();
if (canJump) {
jump();
}
//Debug.Log("PlayerMotorUpdate");
if(accel&&pc.speed<20f&&isGrounded())
{
//Debug.Log("W Pressed");
pc.speed*=(float)1.005;
}
else if(!accel) {
pc.speed=7f;
}
}
void performMovement() {
if(velocity != Vector3.zero) {
rb.MovePosition(rb.position + velocity * Time.fixedDeltaTime);
//Debug.Log("Movement");
}
}
void performRotation() {
rb.MoveRotation(rb.rotation * Quaternion.Euler(rotation));
if(cam != null) {
cam.transform.Rotate(-cameraRotation);
}
}
}
Here are some pictures of my projectile prefab as well.
To solve one first confusion: The method Debug.DrawRay takes as paramters
a start position
a ray direction(!)
You are passing in another position which is not what you want.
This might only work "accidentally" as long as you stand on 0,0,0 so maybe it wasn't that notable but the debt ray definitely points into a wrong direction.
Rather do e.g.
Debug.DrawRay(firePoint.position, destination - firePoint.position, Color.white, 10f);
Or instead rather use Debug.DrawLine which rather actually takes
start position
end position
Then you don't need to calculate the direction first
Debug.DrawLine(firePoint.position, destination, Color.white, 10f);
Then I suspect the following is happening: The spawned projectileObj actually is placed correctly but it is the visuals inside that projectile prefab that have a local offset against the parent prefab root.
Since you always spawn the projectile in world rotation Quaternion.identity that offset stays the same no matter where you look.
I guess a simple fix would already be to also apply the same rotation like
var projectileObj = Instantiate (projectile, firePoint.position, firePoint.rotation);

Unity 2D enemy movement script not flipping when moving right to left

I'm trying to write a script for my enemy movements. Here is my code:
public class EnemiesMovement : MonoBehaviour
{
private bool isFacingRight = false;
public float speed = 10f;
private float startPoint;
private float endPoint;
public float unitMovement = 2f;
private Rigidbody2D enemy;
private Animator anim;
bool moveRight;
// Start is called before the first frame update
void Start()
{
enemy = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
startPoint = enemy.position.x;
endPoint = startPoint + unitMovement;
}
// Update is called once per frame
void Update()
{
if (enemy.position.x >= endPoint)
moveRight = false;
if (enemy.position.x <= startPoint)
moveRight = true;
if (moveRight)
{
enemy.velocity = new Vector2(-transform.localScale.x, 0) * speed;
if (!isFacingRight)
Flip();
}
if (!moveRight)
{
enemy.velocity = new Vector2(transform.localScale.x, 0) * speed;
if (isFacingRight)
Flip();
}
}
void Flip()
{
isFacingRight = !isFacingRight;
Vector3 scale = transform.localScale;
scale.x *= -1;
transform.localScale = scale;
}
}
The movement of the enemy is right, but after the enemy flips its sprites, it doesn't change the direction of its movement. Basically, it continues to the right, even though its sprite has turned left. Can someone show me how I can fix this?
My enemy spite has a positive scale facing to the left.
Velocity is affected by the scale property.
So if you change the scale negative, everything on this GameObject flips, it's not necessary to change the velocity direction.
Are you getting bewildered? You can try another method to flip the sprite.
GetComponent<SpriteRenderer>().flipX = true;
This only flips the sprite renderer, other things are working as normal in its world space.
Another suggests as Unity documented it's better to change Rigidbody's property in the FixedUpdate.

Client is Taking Control of Camera

I have a networked game with a ship that the player flies around. The ship is a prefab with a camera. When the app runs, the player can move the ship around and the camera moves with the prefab as expected. However, when another player joins the game, that new player takes control of the camera. Each player still has control of their ship and they can move independently, but the camera follows the most recently joined player ship.
I'm at a loss becuase the camera is the child of the player prefab, so I don't understand how another player can have control of the camera.
I've tried adding a network identity with local player identity, but not sure what else to try.
I would like the camera to follow the local player ship.
Please let me know if anything else would help diagnose this issue.
There isn't really any relevant code, but this code does set the initial camera to inactive so that the prefab camera becomes the active camera...
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Networking;
public class move : NetworkBehaviour {
public float moveSpeed = 1f;
public float smoothTimeY;
public float smoothTimeX;
private GameObject joystickcont;
private Camera firstcamera;
public Camera shipcamera;
[SyncVar(hook = "OnSetScale")]
private Vector3 scale;
[Command]
public void CmdSetScale(Vector3 vec)
{
scale = vec;
}
private void OnSetScale(Vector3 vec)
{
transform.localScale = vec;
}
void Start () {
if (!isLocalPlayer)
{
return;
}
firstcamera = GameObject.FindWithTag("firstcamera").GetComponent<Camera>();
firstcamera.gameObject.SetActive(false);
shipcamera.gameObject.SetActive(true);
CmdSetScale(gameObject.transform.localScale);
gameObject.transform.localScale = new Vector3(0.05f, 0.05f, 1);
}
void Update () {
if (!isLocalPlayer)
{
return;
}
CmdSetScale(gameObject.transform.localScale);
Vector3 dir = Vector3.zero;
dir.x = Input.GetAxis("Horizontal");
dir.y = Input.GetAxis("Vertical");
joystick moveJoystick = joystickcont.GetComponent<joystick>();
if (moveJoystick.InputDirection != Vector3.zero)
{
dir.x = moveJoystick.InputDirection.x;
dir.y = moveJoystick.InputDirection.y;
}
var rb = gameObject.GetComponent<Rigidbody2D>();
if (dir == Vector3.zero)
{
}
else
{
float heading = Mathf.Atan2(dir.x, dir.y);
transform.rotation = Quaternion.Inverse(Quaternion.Euler(0f, 0f, heading * Mathf.Rad2Deg));
rb.velocity = new Vector3(dir.x * .2f, dir.y * .2f, 0);
}
}
}

Object following Player

I am messing around in Unity and wanted to make a mechanic where a box would touch another object and then that object would follow the Player.
I have Cube set up like this:
And a Sphere with a Box Collider with same options.
My Player script is thus:
public class Player : MonoBehaviour {
public float speed = 0.0f;
public float moveX = 0.0f;
public float moveY = 0.0f;
public GameObject player;
public GameObject obj;
//public float force = 0.0f;
private bool collided = false;
// Use this for initialization
void Start () {
player = GameObject.FindWithTag ("Player");
}
// Update is called once per frame
void FixedUpdate () {
moveX = Input.GetAxis ("Horizontal");
moveY = Input.GetAxis ("Vertical");
player.GetComponent<Rigidbody> ().velocity = new Vector2 (moveX * speed, moveY * speed);
}
void OnCollisionEnter (Collision col) {
if (col.gameObject == obj) {
collided = true;
}
}
void OnCollisionExit (Collision col) {
if (col.gameObject == obj) {
collided = false;
}
}
void Update () {
if(collided) {
obj.transform.position = (player.transform.position - obj.transform.position)*speed;
}
}
}
What have I yet to do? Hoping someone can nudge me in the right direction.
I will provide you two scripts.
1st Script is FollowTarget. This will follow your target forcely.
2nd Script is SmoothFollow which will follow your target in a smooth movement.
FollowTarget.cs
using System;
using UnityEngine;
public class FollowTarget : MonoBehaviour
{
public Transform target;
public Vector3 offset = new Vector3(0f, 7.5f, 0f);
private void LateUpdate()
{
transform.position = target.position + offset;
}
}
SmoothFollow.cs
using UnityEngine;
public class SmoothFollow : MonoBehaviour
{
// The target we are following
[SerializeField]
private Transform target;
// The distance in the x-z plane to the target
[SerializeField]
private float distance = 10.0f;
// the height we want the camera to be above the target
[SerializeField]
private float height = 5.0f;
[SerializeField]
private float rotationDamping;
[SerializeField]
private float heightDamping;
// Use this for initialization
void Start() { }
// Update is called once per frame
void LateUpdate()
{
// Early out if we don't have a target
if (!target)
return;
// Calculate the current rotation angles
var wantedRotationAngle = target.eulerAngles.y;
var wantedHeight = target.position.y + height;
var currentRotationAngle = transform.eulerAngles.y;
var currentHeight = transform.position.y;
// Damp the rotation around the y-axis
currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
// Damp the height
currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);
// Convert the angle into a rotation
var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);
// Set the position of the camera on the x-z plane to:
// distance meters behind the target
transform.position = target.position;
transform.position -= currentRotation * Vector3.forward * distance;
// Set the height of the camera
transform.position = new Vector3(transform.position.x ,currentHeight , transform.position.z);
// Always look at the target
transform.LookAt(target);
}
}
Just choose one of them and then attach it to the gameObject. Like another box that is suppose to follow.
Remove your Update() function in your script as you don't need it anymore.
Also Remove your OnCollisionExit()
void OnCollisionEnter (Collision col) {
if (col.gameObject == obj) {
// If you choose to use SmoothFollow Uncomment this.
//col.GetComponent<SmoothFollow>().target = this.transform;
// If you choose to use FollowTarget Uncomment this
//col.GetComponent<FollowTarget>().target = this.transform;
}
}

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