I'm making a maze whit Unity3D where a ball can roll and find the out way. Because the ball can be hide after a wall, I want to rotate the camera to a better position in function of the direction of the ball.
Take this example: the ball is rolling in to you (in the direction of the black arrow). So you can see or beter can't see, is where the ball is rolling to. So the camera must turn to the other side of the ball. If the ball rolls away from you must the camera turn to the original location.
The problem is now, I know how I can replace the camera but not in function of the direction? Can anyone help me with this? I'm just starting with Unity3D. Language behind I use C#.
Here is another situation where it is better to rotate the camera. (up: is scene, below game mode).
You can use this to set the camera position behind the ball based on the velocity and then the rotation in the direction of the ball
Vector3 offset = new Vector3(1,1,0);
transform.position = ball.transform.position - ball.GetComponent<Rigidbody>().velocity / ball.GetComponent<Rigidbody>().velocity.magnitude + offset;
transform.LookAt (ball.transform.position);
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I have a game where u bounce a ball with platform and u have to destroy all boxes but my code for bounceing ball its not working like I want.
It works like a real ball bounce but I want the ball to bounce like a ball in pong where ball don't fall down until it touches wall or platfotm but my ball goes in real life curve.
What I thing with curve is like when u kick a ball in the air and goes in curve but I want it to go unlimitly in flat line to the wall andbounce in a random direction.
Someone have any code ideas?
Make a physics material like the one below and place it on any surface that bounces. It is enough for your ball to have a Rigidbody with drag 0.
Also uncheck gravity to get the following result:
Basic Force Script:
After adding Rigidbody to the ball, you can use the following script for the initial force. Obviously you need more advanced algorithms for further development.
public Vector3 force = new Vector3(80, 40);
void Start() => GetComponent<Rigidbody>().AddForce(force);
Pong/breakout style physics is simpler than you might think.
The balls have no gravity applied to them, so all you need to do is apply a constant velocity to the ball.
When it collides with an object, you would flip the velocity on the axis it collided.
For example:
ball is travelling up at 60px/sec, and horizontally at 120px/sec, at 60fps.
You add (60/60)=1 pixels vertically every frame, and (120/60)=2 horizontally.
It hits a wall, so you flip the horizontal velocity to -120px/sec.
Now it's still going up, but in the opposite direction horizontally.
If it hits a ceiling, same thing but flip the vertical velocity component.
If you'd rather it go in a random direction:
calculate the magnitude of the ball's velocity sqrt(vx^2+vy^2)
find the angle the wall is facing
pick a random angle within 180 degrees of that angle
use trigonometry to get the x/y components of that angle, and multiply by the magnitude.
Don't subtract/add a constant value to the velocity every frame, because then you'd be applying gravity, which isn't what you're looking for.
I'm creating a Breakout clone in Unity and want to change the direction of the ball based on if the ball hits the left side or the right side of the paddle, as in the original version of the game. What is the best way of accomplishing this? I tried adding angled colliders to my paddle, but that causes the ball to fall slightly through the paddle before hitting the collider and changing direction.
You should have access to the rigid body that you are colliding with, which will tell you the angle you want to bounce at. Then, you do a late modification of the trajectory ("late" as in after your physics are calculated and applied for velocity). Something like this should work:
Rigidbody2D.velocity = newDirection.normalized * Rigidbody2D.velocity.magnitude;
I have a gameobject that is moving in angular path like the image
But the camera is not following the player. If I am setting the Y value of the camera equals to the Y value of the player and keeping the x and z constant (0 & -10 respectively). It is showing me straight x movement of the player only (just like the image)
I guess the reason is the same Y value of both camera and player.
I am not sure how to make the camera follow the player that shows the exact movement I have in image 1.
Any help on this will be appreciable.
P.S. - please excuse my drawing skills, I know they are pathetic.....
If you want the camera to follow the player, there is no way to exactly show the movement you have above, since the ball would have to move off the screen. Since the camera position is relative to the ballposition, it will always appear as though the ball is moving horizontally as long as the camera moves at the same y-speed of the ball.
You will have to give the ball some appearance of movement, either by adding texture to the wall, a trail to the ball, a static background, or you could add something like lag to the camera (which will only work if the ball varies in speed):
Camera.main.transform.position = Vector3.Lerp(Camera.main.transform.position, ball.transform.position, .2f); // change .2f for different time lag
I am a newbie to unity. In my project, the ball should instantiate in the player
position and it should go randomly 40 to 120 degrees from the player position.
I am using transition.forward. My player is constantly in running. when the player stands the ball is going correctly in front of the player.
but when the player runs the ball is going backward
How can I move towards randomly in front of the player? Like a ball
I am using the below code.
transform.Translate(Vector3.forward*5f );
There is a chance it might be fixed if you spawn the ball in front of the character. Since it works when the player is stationary, it might be conflicting with the collider of player when it is moving.
Also translating will just move the ball, not give it a velocity or anything. You should take a look at https://docs.unity3d.com/ScriptReference/Rigidbody.AddForce.html
So, first translate the ball forward and see if it spawned in the right location.
Then add a force vector to the ball's rigid body in the direction you like.
Something like:
ball.transform.Translate(Vector3.forward*5f);
float thrust = 10;
var rb = ball.GetComponent<Rigidbody>();
rb.AddForce(transform.forward * thrust);
So I need some help with my C# XNA top-down 2D "wave spawn" game. Basically, I have a player that has the functionality of shooting a laser at enemies that spawn in waves. The problem that I'm looking at fixing right now is my enemy collision code with a stationary non-rotated wall (rectangle)
I need to detect which side the enemy hits the rectangle on so he can properly get around the rectangle and to the player. (Example: if the enemy is blocked from the right side of the wall, move up the wall until he can get around the wall)
Here is the code I have to detect the angle between the enemy and the stationary wall when collided:
// I am blocked, find angle to find which side I'm blocked from
centerOfWall = wall.CenterOfWall;
Vector2 difference = centerOfWall - centerOfEnemy;
// Getting the angle of intersection between the two rectangles!
angle = Math.Atan2(difference.X, difference.Y);
// Converting angle to degrees!
degrees = angle * (180 / MathHelper.Pi);
I guess what I'm asking is, with this angle, can I find the side at which the enemy hits the wall? Like if the angle is less than 90 degrees but greater than 0 degrees I will be hitting from the Left or something like that.
If this doesn't work, can someone help me in finding another way that would work?
Thanks,
Johan