camera transform
I am trying to move my camera based on the players' movements on Y axis in Unity.
However, it does not work...
What did I do wrong? I have attached image of my script (C#) here.
and, Yes, I did attach this script with Main Camera.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraController : MonoBehaviour {
GameObject player;
// Use this for initialization
void Start () {
this.player = GameObject.Find("cat");
}
// Update is called once per frame
void Update () {
Vector3 playerPos = this.player.transform.position;
transform.position = new Vector3(
transform.position.x, playerPos.y, transform.position.z);
}
}
Make the player GameObject public and just drag and drop your player in the inspector in unity see if that works? Are you getting any exceptions? Also add Debug.Log (player.transform.position.ToString ()) to see if it is showing the right values. Are you sure you player object name is cat and not Cat, it is case sensitive. Check on those things and let me know if you figured it out!
Related
So I made a script that should In theory make the Character Controller's Collider follow the Player camera. Here is the Script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
public class CCCameraFollower : MonoBehaviour
{
public GameObject Camera;
public CharacterController character;
// Start is called before the first frame update
void Start()
{
character = GetComponent<CharacterController>();
}
// Update is called once per frame
void LateUpdate()
{
character.center = Camera.transform.position;
}
}
This works Fine/Okay when I try it out, however as soon as I enter Climb() In my Climber script:
void Climb()
{
InputDevices.GetDeviceAtXRNode(climbingHand.controllerNode)
.TryGetFeatureValue(CommonUsages.deviceVelocity, out Vector3 velocity);
character.Move(transform.rotation * -velocity * Time.fixedDeltaTime);
cachedVelocity = -velocity;
Debug.Log(cachedVelocity);
}
When this is Climb() Runs, this happens:
Image that Shows The Issue
I don't see a reason for this to happen, maybe its very obvious. I don't know... Anyways, my question is: "How do I make the Collider of the CC Follow the Player Camera?".
In the CCCameraFollower.LateUpdate() method you are actually moving the center of the character controller and not the position of the Camera. Change to this and it will probably work as you want.
void LateUpdate()
{
Camera.transform.position = character.center;
}
I am trying to make a zombie wave game and current have a Prefab for my enemies. If I have the prefab be in the scene when I hit run, they are attached to the NavMesh and track the player perfectly. I want to achieve this but with the enemy being spawned from an empty GameObject so I can get the waves spawning in. I have achieved them Spawning but they have the error,
"SetDestination" can only be called on an active agent that has been placed on a NavMesh.
UnityEngine.AI.NavMeshAgent:SetDestination(Vector3)
EnemyAI:Update() (at Assets/Scripts/EnemyAI.cs:25)
Here is my EnemyAI Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class EnemyAI : MonoBehaviour
{
public float lookRadius = 10f;
Transform target;
NavMeshAgent agent;
public GameObject Player;
void Start()
{
agent = GetComponent<NavMeshAgent>();
}
// Update is called once per frame
void Update()
{
float distance = Vector3.Distance(Player.transform.position, transform.position);
if (distance <= lookRadius)
{
agent.SetDestination(Player.transform.position);
}
}
}
And my spawning script, which is attached to an empty game object,
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Spawning : MonoBehaviour
{
public GameObject prefab;
public int CountofCubes;
private IEnumerator coroutine;
public float spawnRate;
IEnumerator Start()
{
while (true)
{
for (int i = 0; i < CountofCubes; i++)
{
Instantiate(prefab, new Vector3(Random.Range(-25.0f, 25.0f), 0.5f, Random.Range(-25.0f, 25.0f)), Quaternion.identity);
}
yield return new WaitForSeconds(spawnRate);
}
}
}
Any help would be great thanks!
I had the same issue and I don't have an explanation but only a workaround:
In the Start fucntion, I added:
navAgent = GetComponent<NavMeshAgent>();
navAgent.enabled = false;
// Invoke is used as a workaround for enabling NavMeshAgent on NavMeshSurface
Invoke("EnableNavMeshAgent", 0.025f);
And the EnableNavMeshAgent function is just :
private void EnableNavMeshAgent ()
{
navAgent.enabled = true;
}
If I set the invoke delay to a value less than 0.025 second the error keep going but for 0.025 I only have it twice and the behaviour is the one I wanted after that.
Some reasons this might happen:
The agent is not on level with any navmesh i.e. can be too far above or below. You want it to be "close to the NavMesh surface". Use raycasting on the floor to position the agent or add a rigidbody and drop it from above the floor. After you do this you might need to disable and enable the agent.
Moving the transform yourself rather than using Wrap function. There's property where you can check if the simulated and actual position are in sync.
Corrupted navmesh so you might need to re-bake it.
It is essentially trying to tell you your agent is not on the mesh so it cannot find a path. Try playing with where you're placing the agent.
I kind of remember running into a similar problem a while back and problem was I forgot to bake the NavMesh in Window > AI > Navigation. Just in case.
I am trying to make a basic platformer using Unity and my player has a sort of gun. My bullet is only shooting in one location, and I would like it to rotate with the player. I am quite new to C# and need some help.
I have tried using if and else statements and I have tried manually rotating it.
My code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class fire : MonoBehaviour
{
public Transform player;
public Rigidbody2D rb2d;
public Transform enemy;
public Transform myspawn;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetButtonDown("Spawn"))
{
transform.position = player.position;
rb2d.velocity = new Vector2(10.0f, 0.0f);
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if(collision.transform == enemy)
{
transform.position = myspawn.position;
}
}
}
I expect the output to rotate the bullet with the player, and using the if statements I got a lot of different errors. The actual output I got was the bullet just wouldn't move until you manually push the bullet.
If your gun is only shooting at one direction you can do something like this:
Create a new boolean variable, call it something like isLookingRight in your player controller script and set it to true if your player is initially looking at right. Whenever player moves left, change this variable to false and change your Update in the code you have provided to this:
void Update()
{
if (Input.GetButtonDown("Spawn"))
{
transform.position = player.position;
if(playerScript.isLookingRight){
rb2d.velocity = new Vector2(10.0f, 0.0f);
}
else{
rb2d.velocity = new Vector2(-10.0f, 0.0f);
}
}
What this code does is pretty simple, if your player is looking left, it just changes the velocity to the opposite of what it would normally be. But you need to be changing the isLookingRight correctly in your player movement script.
So, my boss moves in a specific direction when it detects the player. The problem I'm having is how to get the boss to move depending on where the player is within a certain proximity. So if the boss is on the player's left, he'll move to the left. If he's on the player's right, he'll move to the right. But I can't figure out how to make him react based on distance. Right now I'm just doing a Debug.Log to save a few seconds.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class phantom : MonoBehaviour {
private Rigidbody2D rb;
private Animator anim;
public Transform Target;
void Start ()
{
rb = GetComponent<Rigidbody2D> ();
anim = GetComponent<Animator> ();
}
void Update ()
{
if (transform.position.x > Target.position.x ) {
Debug.Log ("left");
}
if (transform.position.x < Target.position.x ) {
Debug.Log ("right");
}
}
}
You could use the Vector3.Distance method to determine the distance between your two object based on thier respective transform. That way, you can modify your boss's behavior according to his proximity to the player. The smaller the magnitude value is, the closer your two transforms are.
Ex:
int distanceYouWant;
if(Vector3.Distance(transform.position, Target.position).magnitude < distanceToDoStuff)
{
Debug.Log("Boss do stuff!");
}
Here is the link to the Unity scripting API doc: https://docs.unity3d.com/ScriptReference/Vector3.Distance.html
Hope this helps!
I figured it out. I just made the function not in Update but with an OnTriggerEnterStay2d (Collider2D other). Then I placed a trigger collider on the same GameObject and only when it detects the Target (the player) does the debug come up.
In short, I have a very simple multiplayer game. It's the Roll A Ball game (Unity3D tutorial). So right now I have the players etc spawning perfectly and everyone is able to control their own balls perfectly fine.
But here's the problem: I've got a default Main Camera. Since it's only the local player itself that needs to see it, I figured there's no point in trying to spawn a seperate camera for each player on the server.
However, to make the camera follow the player, I need to attach it the player gameobject. Obviously I can't attach it to the player prefab as it's a clone the camera needs to follow. But since the player is being spawned by the Network Manager component, I have no idea on how to refer to this clone.
What I've tried myself:
public class CameraController : NetworkManager
{
public GameObject playerPrefab;
public Transform target;
private Vector3 offset;
public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId)
{
GameObject player = (GameObject)Instantiate(playerPrefab, new Vector3(0, 0.5f, 0), Quaternion.identity);
target = player.transform;
NetworkServer.AddPlayerForConnection(conn, player, playerControllerId);
}
void Start()
{
offset = transform.position - target.position;
}
void LateUpdate()
{
transform.position = transform.position + offset;
}
}
But this resulted in:
Which I find extremely odd since as you can clearly see, there's no NetworkIdentity component on the NetworkManager object. I've been trying A LOT of things for the past 4 hours now and I just can't do it. So now I'm hoping you guys can help me out.
Edit: This is how the Network Manager normally spawns a player. As you can see, there's no code for it:
I had the same issue and figured out the followig solution. Seems like you already got a solution, but maybe it is interesting to share some possible ways for other people in the same situation.
This is a way to do it without a camera attached to the prefabs.
I'm using a NetworkManager to instantiate Player-prefabs. (Same as you)
I solved the problem of finding references to the clone objects by letting the clones tell the camera, who they are (or which transform belongs to them).
The Player has the following script:
using UnityEngine;
using UnityEngine.Networking;
using System.Collections;
public class PlayerController : NetworkBehaviour {
public override void OnStartLocalPlayer()
{
GetComponent<MeshRenderer>().material.color = Color.blue;
Camera.main.GetComponent<CameraFollow>().target=transform; //Fix camera on "me"
}
void Update ()
{
if (!isLocalPlayer)
{
return;
}
var x = Input.GetAxis("Horizontal") * Time.deltaTime * 150.0f;
var z = Input.GetAxis ("Vertical") * Time.deltaTime * 3.0f;
transform.Rotate (0, x, 0);
transform.Translate (0,0,z);
}
}
On my default main Camera (there is no camera attached to the player prefab, just the default camera) I put the following script on. It takes a target which I initialised with the prefab using the inspector.
using UnityEngine;
using System.Collections;
public class CameraFollow : MonoBehaviour {
public Transform target; //what to follow
public float smoothing = 5f; //camera speed
Vector3 offset;
void Start()
{
offset = transform.position - target.position;
}
void FixedUpdate()
{
Vector3 targetCamPos = target.position + offset;
transform.position = Vector3.Lerp (transform.position, targetCamPos,smoothing * Time.deltaTime);
}
}
After starting the game, each clone tells the camera who he is, so the target changes to the individual clients clone with this line from the Player's Script:
Camera.main.GetComponent<CameraFollow>().target=transform; //Fix camera on "me"
This way you don't need to create one camera per instance of player-prefabs (I'm not sure if this makes big differences in performance) and you don't have to deactivate all cameras which don't belong to your client.
If you host the game in the editor you can see that there is just 1 camera instead of one camera per connected client (like when you attach it to the prefab).
I think this is a good use of this method, you can use it to put things in it, which should be applied to the Local Player only.
public override void OnStartLocalPlayer()
{
}
I tried by starting the game in the editor and in a build and it seems to work well.
I would add a camera to the prefab and then write a player script like this:
using UnityEngine.Networking;
public class Player : NetworkBehaviour
{
public Camera camera;
void Awake()
{
if(!isLocalPlayer)
{
camera.enabled = false;
}
}
}
I've not really worked with networking but what if you do this after you spawn the local player
Camera.main.transfor.SetParent(the transform of the local player here);
As I understand the problem each separate instance of the game has a main camera.
Thanks to Rafiwui's point into the right direction, I've finally managed to get it working. All I had to do was adept his code a bit. The end result was:
public Camera camera;
void Awake()
{
camera.enabled = false;
}
public override void OnStartLocalPlayer()
{
camera.enabled = true;
}
Thanks A LOT to you all for helping me out! This has been quite a day for me.