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.
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.
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.
My bat stays still in the air.
How can i check that the player, that is moving right below on x axis, comes from the left or right side relative to the bat?
public class Bat : MonoBehaviour
{
Player player;
void Start()
{
player = FindObjectOfType<Player>();
}
void Update()
{
if (transform.InverseTransformPoint(player.transform.position).x >= 0)
transform.rotation = new Quaternion(transform.rotation.x, 0f, transform.rotation.z, 0f);
else
transform.rotation = new Quaternion(transform.rotation.x, -180f, transform.rotation.z, 0f);
}
}
As you may notice i try to flip the the Bat so it actually looks at the player.
First, don't use new Quaternion(...); unless you absolutely, 100% know quaternions inside and out. For instance, having the w component be 0 results in zero effective rotation. Also, quaternions use unitless figures and not degrees for their components. See here for a nice visualization of what different quaternion values might look like, under Quaternion).
Second, your logic is weird because if the bat has zero (identity) rotation, and the player is on the left of the bat, then your logic tries to* flip the bat 180 degrees, so that the player is now on the right side of the bat.
Then, the next frame assuming the bat and player are still in the same positions, the logic says oh the player is on the right side, set the rotation to zero (identity) rotation, which is of course what it was in the first place. So basically, you would have the bat rotate 180 degrees again so that the player is once again on the left side of the bat.
And so, you could get into a situation where every frame, the bat would flip a complete 180. Definitely not desired.
* I'm assuming if you had used Quaternion.Euler(transform.eulerAngles.x, 0f, transform.eulerAngles.z) etc.
Instead of concerning with any of that, use Vector3.Cross to find the forward the bat should point so its right faces the player's position. Then, use Quaternion.LookRotation to set the rotation of the bat to point in that forward direction:
void Update()
{
Vector3 batRightDir = player.transform.position - transform.position;
Vector3 batForwardDir = Vector3.Cross(batRightDir, Vector3.up);
if (batForwardDir.sqrMagnitude == Vector3.zero)
{
// player above or below bat. do nothing?
return;
}
transform.rotation = Quaternion.LookRotation(batForwardDir);
}
If you have the player on a different z as the bat, this will cause the bat to rotate around the y axis accordingly, which is what you would want from a 3d game, and could be a neat effect for a 2d game if you want that kind of effect.
If you want it to ignore the z position of the player, you could zero out the z component of batRightDir...
void Update()
{
Vector3 batRightDir = player.transform.position - transform.position;
batRightDir.z = 0; // ignore Z differences between bat and player
Vector3 batForwardDir = Vector3.Cross(batRightDir, Vector3.up);
if (batForwardDir.sqrMagnitude == Vector3.zero)
{
// player above or below bat. do nothing?
return;
}
transform.rotation = Quaternion.LookRotation(batForwardDir);
}
or it may be more intuitive to branch as you were previously:
void Update()
{
Vector3 batRightDir = player.transform.position - transform.position;
if (batRightDir.x > 0)
{
transform.rotation = Quaternion.identity;
}
else if (batRightDir.x < 0)
{
transform.rotation = Quaternion.LookRotation(Vector3.back);
}
else
{
// player above or below bat. do nothing?
}
}
You can get the access to his Rigidbody and than call it.
If Rigidbody.velocity.x > 0 he is moving to the right. If it's <0 it's moving to the left. All is related to X axis of course.
What I want to do is to make a kind of 2.5D runner game in Unity, which the character's all three rotation axises are frozen and the position on Z axis is also frozen. I don't know how to make the character moving forward nicely on the seesaw. (I create the seesaw by using HingeJoint.)
I create a struct to detect the CapsuleCollider status by using Physics.Raycast() function and that works fine.
private struct ColliderStatus
{
public bool headed; //colliding up
public bool footed; //colliding down
public bool onPlane; //colliding down && the obstacle colliding does not have slope angle
public bool lefted; //colliding left
public bool righted; //colliding right
public bool inAir; //not colliding anything
}
I've tried these ways:
Add force on Rigidbody to move forward
//To move character rigidbody move forward automatically in runner game
//when the speed is lower than the minimum speed and it's on plane or in air.
if (rigidbody.velocity.x < minForwardSpeed && (colliderStatus.onPlane || colliderStatus.inAir))
{
rigidbody.AddForce(20f * Vector3.right);
}
//Add gravity to player
Vector3 gravityForce = new Vector3(0f, -gravityOnPlayer, 0f);
rigidbody.AddForce(gravityForce);
It doesn't work well because the character continue going up when it's on the seesaw though the seesaw starts to tilt. And there will be a velocity loss when the character fall to ground from a higher plane or after jumping and what it looks like is that the character will stunned for a little moment on the landing point and then begin to accelerate.
Use transform.Translate() to move forward && change the way of adding gravity
//Use transform.Translate() to move forward
//I recognize that by this way, there will be no velocity loss
//when the character falling down to the ground at the landing point
//If I don't use this condition, my character will stuck on the
//right vertical wall
if (!colliderStatus.righted)
{
transform.Translate(new Vector2(minForwardSpeed, 0f) * Time.deltaTime);
}
I don't know why I can't write like this since it will cause the velocity doesn't react correctly:
//Use transform.Translate() to move forward
if (!colliderStatus.righted && rigidbody.velocity.x < minForwardSpeed)
{
transform.Translate(new Vector2(minForwardSpeed, 0f) * Time.deltaTime);
}
To change the way of adding gravity, I use a function SlopeAngleVector() to calculate the slope vector the character is running on.
private Vector3 SlopeAngleVector()
{
Vector3 nextStepPositon = new Vector3(transform.position.x + 0.01f, transform.position.y, 0f);
Ray nextPosRay = new Ray(nextStepPositon, Vector3.down);
Ray nowPosRay = new Ray(transform.position, Vector3.down);
RaycastHit nextPosHit;
RaycastHit nowPosHit;
Vector3 slopeAngle = Vector3.zero;
Physics.Raycast(nowPosRay, out nowPosHit, 5f, obstaclesLayerMask);
if (Physics.Raycast(nextPosRay, out nextPosHit, 5f, obstaclesLayerMask))
{
slopeAngle = new Vector3(nextPosHit.point.x - nowPosHit.point.x, nextPosHit.point.y - nowPosHit.point.y, 0f).normalized;
}
return slopeAngle;
}
Then I add the gravity by calculate the gravity projection on the slope vector:
private void AddGravity()
{
Vector3 gravityForce = new Vector3(0f, -gravityOnPlayer, 0f);
//my character could be collided by the long vertical wall(colliderStatus.righted)
//so I set the condition as "!colliderStatus.footed"
//otherwise, I would use "colliderStatus.inAir"
if (!colliderStatus.footed)
{
gravityForce = new Vector3(0f, -gravityOnPlayer, 0f);
}
else
{
gravityForce = Vector3.Project(Vector3.down * gravityOnPlayer, SlopeAngleVector());
}
rigidbody.AddForce(gravityForce);
}
Now my character can slide down from the seesaw but it will keep going backwards. And it cannot make it through when on the low slope angle seesaw.
How to make a good behavior script for the runner on seesaw?
I'd suggest looking at some of the Unity standard asset character controllers, I believe they take slopes into account for their character movement. It may give you some ideas.
I'd also recommend modifying the way your code calculates the angle of the slope. The raycast hit will give you back a surface normal, you should then be able to use the Vector3.Cross to figure out the angle of the slope.
It'll be something like: Vector3.Cross(normal, (vector that points away from screen)).
You may need to tweak it to get it working correctly but this can give you the slope angle in one raycast. It may also eliminate potential issues of your move to position being just below the see saw.
As a general tip, try not to mix transform and rigidbody stuff together, if you want to move the rigidbody, move the rigidbody directly, not indirectly through the transform.
I have a class below that I attach to a object in order to make it rotate around its pivot. I sent the pivot of the sprite via the inspector.
This works exactly how I want it too, BUT the issue I am having is that whenever I touch and drag it, and then touch and drag it again, it snaps to a new position.
What I would like for it to do is, when it is rotated and then rotated again, the sprite stays in its same rotation and not snap to a new position and I would like the angle of the sprite to be reset to 0. The next then is that I want the angle to continually rotate. So if I rotate it in the positive direction, the angle should keep increasing in the positive direction and not change..Such as 0---> 360 ----> 720 -----> etc, etc. And then when the mouse is released, the sprite stays in the same position but the angle is now set back to 0. And then when clicked again to rotate, it rotates from that exact position.
Here is my code thus far which works well for rotating, but I would like to modify it to achieve the above scenario. Any help with this?
public class Steering : MonoBehaviour {
float prevAngle,wheelAngle,wheelNewAngle = 0;
public SpriteRenderer sprite;
void Start () {
}
void Update () {
}
public float GetAngle(){
return wheelAngle;
}
void OnMouseDrag(){
Vector3 mouse_pos = Input.mousePosition;
Vector3 player_pos = Camera.main.WorldToScreenPoint(this.transform.position);
mouse_pos.x = mouse_pos.x - player_pos.x;
mouse_pos.y = mouse_pos.y - player_pos.y;
wheelNewAngle = Mathf.Atan2 (mouse_pos.y, mouse_pos.x) * Mathf.Rad2Deg;
if (Input.mousePosition.x > sprite.bounds.center.x) {
wheelAngle += wheelNewAngle - prevAngle;
} else {
wheelAngle -= wheelNewAngle - prevAngle;
}
this.transform.rotation = Quaternion.Euler (new Vector3(0, 0, wheelAngle));
Debug.Log (wheelAngle);
prevAngle = wheelNewAngle;
}
void OnMouseUp(){
prevAngle = wheelNewAngle;
wheelAngle = 0;
}
}
By angle of the sprite, do you mean the rotation? I'm not sure how the position is changing if there's nothing in your code doing that. Does it always move to the same position? I'm having a little trouble visualizing how your system is supposed to look but I hope this helps.
It looks like you might want to store the previous mouse position so you can get the relative amount to rotate each frame.
At the top:
Vector3 prevMousePos = Vector3.zero;
This method will help get the position when the player pressed:
void OnMouseDown(){
prevMousePos = Input.mousePosition;
}
Then in OnMouseDrag() get the difference between the two mouse positions to get the relative position (if you moved the mouse left, right, up, or down since pressing):
Vector3 mouseDiff = Input.mousePosition - prevMousePos;
With this it will use the relative mouse position after pressing instead of the current one, which should smooth things out.