Restrict rotation of 3d model in Unity 3d - c#

I want to rotate my 3d model based on player touch on x and y direction.
So that I am detecting horizontal and vertical touch.
But in this I want to restrict z direction rotation. For this I tried multiple codes and ask suggestions in other forums too. At present no suggestion is working for me.
Basically, I don't want z direction rotation. Following image give you more idea, where things going wrong. Model rotated completely into z direction. I want to stop this.
Here is my multiple tries to achieve same thing.
void Update ()
{
// If there are two touches on the device...
if (Input.touchCount == 1 && GameManager.Instance.IsGameStart) {
// Store currnet touch.
Touch touch = Input.GetTouch (0);
// transform.RotateAround (transform.position, Vector3.up, - touch.deltaPosition.x Time.deltaTime 15f);
// transform.RotateAround (transform.position, Vector3.right, touch.deltaPosition.y Time.deltaTime 15f);
// transform.RotateAround (transform.position, Vector3.forward, 0f);
// transform.Rotate (Vector3.up, -touch.deltaPosition.x Time.deltaTime 10f, Space.World);
// transform.Rotate (Vector3.right, touch.deltaPosition.y Time.deltaTime 5f, Space.World);
// transform.Rotate (Vector3.forward, 0f, Space.World);
myRigidbody.MoveRotation (myRigidbody.rotation Quaternion.Euler (Vector3.right touch.deltaPosition.y Time.deltaTime 5f));
myRigidbody.MoveRotation (myRigidbody.rotation Quaternion.Euler (Vector3.up -touch.deltaPosition.x Time.deltaTime 10f));
}
}
In above each block represent unique effort to restrict z direction.
Now please give me some suggestion to achieve same thing.
As well my discussion running at Unity forum
Touch based rotation of 3d model
EDIT: I have tried with restricting rigidbody in z rotation. So my inspector look something like this.
EDIT : After discussion on game development chat room. I have following kind of code :
float prevZ = transform.eulerAngles.z;
transform.Rotate (Vector3.up, -touch.deltaPosition.x Time.deltaTime 10f, Space.World);
transform.Rotate (Vector3.right, touch.deltaPosition.y Time.deltaTime 5f, Space.World);
Vector3 modelVec = transform.eulerAngles;
modelVec.z = prevZ;
transform.eulerAngles = modelVec;
I am just near to solution but now my golf globe model can't able to move more that 180 degree from top or bottom side drag. I just reach around 180 degree and it gets just rotated towards any other direction.

Ok after your comments, it sounds like you may need to start fresh.
Based on what I understand, try this out:
Vector3 rotation = new Vector3();
rotation.y = -touch.deltaPosition.x * Time.deltaTime * yRotSpeed;
rotation.x = touch.deltaPosition.y * Time.deltaTime * xRotSpeed;
rotation.z = 0;
transform.Rotate(rotation);
and then I'd suggest adding:
public float yRotSpeed;
public float xRotSpeed;
as fields of your script so that you can adjust the rotating speed within the unity engine in the future.

Just do like this.
// private variables
private Vector3 inputRotation; // difference of input mouse pos and screen mid point
private Vector3 mouseinput;
// Update is called once per frame
void Update() {
FindPlayerInput();
}
void FindPlayerInput()
{
mouseinput = Input.mousePosition;
mouseinput.z = 0; // for no rotation in z direction
inputRotation = mouseinput - new Vector3(Screen.width * 0.5f, Screen.height * 0.5f,0);
ProcessMovement();
}
void ProcessMovement(){
transform.rotation = Quaternion.LookRotation(inputRotation);
}

Related

Rotating towards a final rotation challenge

Consider this working script, that handles a FPS camera movement:
using UnityEngine;
public class CameraHandler : MonoBehaviour {
public Transform target;
float dragSpeed = 10f;
float lookAtSensitivity = 200f;
float xRot;
Transform parentGO;
private void Start() {
parentGO = transform.parent;
}
void goToPivot(Transform pivot) {
parentGO.position = Vector3.Lerp(transform.position, pivot.position, 0.05f);
transform.rotation = Quaternion.Lerp(transform.rotation, pivot.rotation, 0.05f);
}
void resetCamRot() {
xRot = 0;
float yRot = transform.localEulerAngles.y;
parentGO.transform.eulerAngles += new Vector3(0, yRot, 0);
transform.localEulerAngles -= new Vector3(0, yRot, 0);
}
void LateUpdate() {
if (Input.GetKey(KeyCode.Mouse1)) {
float touchX = Input.GetAxis("Mouse X") * lookAtSensitivity * Time.deltaTime;
float touchY = Input.GetAxis("Mouse Y") * lookAtSensitivity * Time.deltaTime;
xRot -= touchY;
xRot = Mathf.Clamp(xRot, -90f, 90f);
transform.localRotation = Quaternion.Euler(xRot, 0f, 0f);
parentGO.transform.Rotate(Vector3.up * touchX);
}
if (Input.GetKey(KeyCode.Space)) {
goToPivot(target);
}
if (Input.GetKeyUp(KeyCode.Space)) {
resetCamRot();
}
}
}
Check how the rotations take place in different gameobjects in their respective axis, so that each of rotations are kept independent and everything works.
transform.localRotation = Quaternion.Euler(xRot, 0f, 0f); //camera GO only rotates in local x
parentGO.transform.Rotate(Vector3.up * touchX); //parent GO only rotates in global y
Problem comes when I need to "force" the camera look a certain direction without the inputs, to the FPS movement rules break, and for example the camera gameobject rotates also in the Y xis. That is why I need to call the resetCamRot() method, and traspass the local rotation from the camera object to the parent so that the situation meets the the FPS movement requirements (no local Y axis rotation).
Without calling the resetCamRot() method, when the FPS movement starts on right mouse button click, the camera abruptly changes to the direction it was facing before "forcing" it with goToPivot that sets the position and the rotation.(Just commentinf the resetCamRot method out)
Although resetCamRot() does the work it feels a bit hacky, so is there another way to set the camera to a forced rotation maintaining the local rotation of the child object (where the camera is) to 0?
I thought of decomposing the next step rotation given by Quaternion.Lerp(transform.rotation, pivot.rotation, 0.05f); in the goToPivot() method in each of their respective axis and gameObjects as its done when the rotation is set from the input, to have a clean local Y rot in he camera gameobject each step. Seems to be the over-complicated thing in this case, but was not able to figure that out.
I you wish to try the script out for the challenge just need to add a parent gameobject to the camera and the attach the target in the editor.
This will make the camera look in the direction, the parent transform look in the direction, only flattened, and finally update the internal state (xRot) in accordance with the difference between the two:
void LookTowards(Vector3 direction) {
Vector3 flattened = direction;
flattened.y = 0f;
parentGo.rotation = Quaternion.LookRotation(flattened);
transform.rotation = Quaternion.LookRotation(direction);
xRot = Vector3.SignedAngle(flattened, direction, parentGo.right);
}

How to rotate a game object in runtime in unity

How can I rotate something in unity in runtime?
I tried:
transform.rotation = Quaternion.Euler(new Vector3(x,y,z));
,
transform.Rotate(x,y,z);
,
transform.eulerAngles = new Vector3(x,y,z)
Nothing I tried worked.
transform.Rotate (new Vector3 (0, 0, 45) * Time.deltaTime);
Visit this site, it will help you https://learn.unity.com/tutorial/collectable-objects#
sorry if I am wrong
To rotate a GameObject in Unity, the best way is using the Rotate function:
public float speed = 20f
public void Update()
{
transform.Rotate(Vector3.right * speed * Time.deltaTime);
}
With this code, your GameObject will rotate to the right, you can use Vector3.up or Vector3.forward.
If you only want to set a new rotation for your GameObject, change the localEulerAngles of the transform component:
transform.localEulerAngles = new Vector3(x, y, z);
If you want to rotate to a certain position, I recommend using:
transform.rotation = Quaternion.Euler(Vector3.forward * degrees);

Tilt first person camera's z axis while turning

I am working on controls for a bipedal tank, that has a boost/dash feature.
When the boost/dash mode is activated by holding a button the tank changes from a traditional WASD strafing movement to something like a jet fighter but on ground.
Now when the player tries to turn while boosting the camera needs to tilt with the turning direction to make it feel smoother.
Here is a video clip showing my problem
This is the script added to the main camera
public class PlayerCameraTilt : MonoBehaviour
{
private Camera viewCam;
private CharacterController characterController;
public float tiltAmount = 10f;
private void Start()
{
viewCam = GetComponent<Camera>();
characterController = GetComponentInParent<CharacterController>();
}
private void Update()
{
if (characterController.GetComponent<PlayerController>().movementState == MovementModes.boost)
{
float inputValue = Input.GetAxis("MoveHorizontal") * tiltAmount;
Vector3 euler = transform.localEulerAngles;
euler.z = Mathf.Lerp(euler.z, -inputValue, 5f * Time.deltaTime);
transform.localEulerAngles = euler;
}
else
{
Vector3 euler = transform.localEulerAngles;
euler.z = Mathf.Lerp(euler.z, 0f, 5f * Time.deltaTime);
transform.localEulerAngles = euler;
}
}
}
It kind of works, BUT only in one rotation direction, namely the positive one. If i turn the other way the angle becomes negative and does a whole 360 degree rotation until it ends up at 0 degrees.
I tried around with the built in Quaternion methods like Quaternion.Rotate() or Quaternion.AngleAxis()
but they didn't work because Quaternion.Rotate() doesn't tilt the Camera but completely rotates it. Quaternion.AngleAxis() works with the whole tilt angle limit but also does something to the other axis which i don't want to modify.
Is there a way to prevent the camera from doing a complete 360° rotation when the axis input becomes negative and just tilt in a slight angle?
Wraparound issues aside, the z component is "applied" first among the euler components, so I wouldn't modify it directly like that in this application.
Instead, I would convert the input to an angle to lean, rotate the direction of the local up before localRotation is applied (Quaternion.Inverse(transform.localRotation) * transform.up) by that angle, then use Quaternion.LookRotation to find a rotation with the current forward and that up, then use Quaternion.Slerp to slerp toward that rotation:
private void Update()
{
if (characterController.GetComponent<PlayerController>().movementState == MovementModes.boost)
{
float inputValue = Input.GetAxis("MoveHorizontal") * tiltAmount;
Vector3 upOfParent = Quaternion.Inverse(transform.localRotation) * transform.up;
Vector3 upDir = Quaternion.AngleAxis(-inputValue, transform.forward) * upOfParent;
Quaternion goalRot = Quaternion.LookRotation(transform.forward, upDir);
transform.rotation = Quaternion.Slerp(transform.rotation, goalRot, 5f * Time.deltaTime);
}
else
{
float inputValue = Input.GetAxis("MoveHorizontal") * tiltAmount;
Vector3 upOfParent = Quaternion.Inverse(transform.localRotation) * transform.up;
Quaternion goalRot = Quaternion.LookRotation(transform.forward, upOfParent);
transform.rotation = Quaternion.Slerp(transform.rotation, goalRot, 5f * Time.deltaTime);
}
}
Just keep in mind that using t = 5f * Time.deltaTime for lerp/slerp operations does not always guarantee that the output will ever equal the to parameter.

Unity3D - Third Person Player movement in diagonal direction is slower than vertical and horizontal movement?

I'm trying to create a character controller that allows the movement speed to be affected by how far the player is pressing the left stick. When I can get that much to work, the other issue I encounter is the players speed decreasing while moving diagonally.
Most of the information I've found online deal with the opposite issue where diagonal movement is faster (movement vector goes above 1). The solution there would be to clamp the magnitude so pressing the stick into a corner doesn't go above 1. I've tried clamping to see if that would work, however, I don't believe that's the solution to my problem.
The code here allows the player to move in relation to the camera and the speed is influenced by input vector.
Vector3 input = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
Vector3 inputDir = input.normalized;
void Move(Vector3 inputDir, Vector3 input)
{
running = Input.GetKey(KeyCode.Joystick1Button1); // B button on xbox one controller
// Rotation stuff
if (inputDir != Vector3.zero) {
float targetRotation = Mathf.Atan2(inputDir.x, inputDir.z) * Mathf.Rad2Deg + cameraTransform.eulerAngles.y;
transform.eulerAngles = Vector3.up * Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref turnSmoothVelocity, GetModifiedSmoothTime(speedSmoothTime));
}
// Pretty sure this is where things are breaking
float targetSpeed = ((running) ? runSpeed : walkSpeed) * inputDir.magnitude;
currentSpeed = Mathf.SmoothDamp(currentSpeed, targetSpeed, ref speedSmoothVelocity, GetModifiedSmoothTime(speedSmoothTime));
currentSpeed *= input.magnitude;
vel = transform.forward * currentSpeed + Vector3.up * velocityY;
currentSpeed = new Vector3(_controller.velocity.x, 0, _controller.velocity.z).magnitude;
}
void ExecuteMovement()
{
_controller.Move(vel * Time.deltaTime);
}

Resetting Position Relative to Rotation

Currently I have the following two issues:
The first issue being that when I reset my camera position I have to also reset my camera rotation. This is due to the fact that my camera
offset is set to a position slightly off of my player on the z and y
axis and obviously those values should change depending on my cameras
rotation although I am unsure how to figure out what those values
should be.
My second issue is that my rotation uses a raycast to find the middle of
the screen and determine its rotation origin although it seems to be
slightly off the middle of the screen as when it rotates the rotation
origin moves as well, if it is indeed in the middle of the screen
shouldn't it be completely still? Also is there a better and less
expensive way of achieving my desired rotation?
Relevant piece of code:
void RotateCamera()
{
//Find midle of screen
Ray ray = Camera.main.ScreenPointToRay(new Vector3(Screen.width / 2, Screen.height / 2, 0));
RaycastHit hitInfo;
//Checks if ray hit something
if (Physics.Raycast(ray, out hitInfo))
{
//Rotate left and right
if (Input.GetKey(KeyCode.RightArrow))
{
transform.RotateAround(hitInfo.point, -Vector3.up, rotationSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.LeftArrow))
{
transform.RotateAround(hitInfo.point, Vector3.up, rotationSpeed * Time.deltaTime);
}
}
//Draws Raycast
Debug.DrawRay(ray.origin, ray.direction * 100, Color.yellow);
}
void ResetCameraPosition()
{
//Reset and lock camera position
transform.rotation = Quaternion.identity;
transform.position = player.transform.position + cameraOffset;
}
Image displaying what I mean
Use Camera.ScreenToWorldPoint to create a 'target' in the middle of the screen around which to pivot. Remove all the raycasting stuff as you don't need it and replace the relevant bits with:
float rotationSpeed = 45; // or whatever speed
float distance = 5f; // or whatever radius for the orbit
Vector3 target = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width / 2, Screen.height / 2, distance));
if (Input.GetKey(KeyCode.RightArrow))
{
transform.RotateAround(target , -Vector3.up, rotationSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.LeftArrow))
{
transform.RotateAround(target , Vector3.up, rotationSpeed * Time.deltaTime);
}

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