Have this camera working perfect on my target object with one caveat. Can't seem to get the character to look up and down. Left and right move perfectly, up and down don't move at all. What am I doing wrong with the "Mouse Y" part?
public GameObject target;
public float rotateSpeed = 7;
Vector3 offset;
void Start() {
offset = target.transform.position - transform.position;
}
void LateUpdate() {
float horizontal = Input.GetAxis("Mouse X") * rotateSpeed * Time.deltaTime;
float verticle = Input.GetAxis("Mouse Y") * rotateSpeed * Time.deltaTime;
target.transform.Rotate(0, horizontal, 0);
float desiredAngle = target.transform.eulerAngles.y;
Quaternion rotation = Quaternion.Euler(0, desiredAngle, verticle);
transform.position = target.transform.position - (rotation * offset);
transform.LookAt(target.transform);
}
You're not using verticle in your Transform.Rotate call (vertical?).
Edit: Sorry, I just stopped looking once I got to the first problem, looking further there's another problem that's similar to the one I addressed in this question. The "order of operations" is wrong (see the new comments):
public GameObject target;
public float rotateSpeed = 7;
Vector3 offset;
void Start() {
offset = target.transform.position - transform.position;
}
void LateUpdate() {
float horizontal = Input.GetAxis("Mouse X") * rotateSpeed * Time.deltaTime;
float verticle = Input.GetAxis("Mouse Y") * rotateSpeed * Time.deltaTime;
//You didn't use verticle before. Depending on your model/setup you might verticle as the 3rd (Z) parameter to get rotation in the right direction
target.transform.Rotate(verticle, horizontal, 0); //This line rotates the transform
float desiredAngle = target.transform.eulerAngles.y;
Quaternion rotation = Quaternion.Euler(0, desiredAngle, verticle);
transform.position = target.transform.position - (rotation * offset);
transform.LookAt(target.transform); //This sets the absolute rotation of the transform. This call will "override" the above call to Rotate
}
To give more information you'll have to give an explanation of what your end goal is with this code, because looking closer I'm seeing "oddities" with what the code sample is trying to do.
The last line of code (transform.Lookat) overrides the previous code ... basically says 'always look at the target no matter what else happens'.
Related
im having an issue with the rotation of the camera around player getting too much damping. i do try to manipulate those speed value but it doesnt work at all. i think thats need something combination between slerp and lerp together, and i just dont know how. Btw im trying to create a third person game and the camera scripts make me stuck, and also i try to create my own scripts rather than using cinemachine. Really hope u guys can help me out.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Camera : MonoBehaviour
{
public float MouseX, MouseY;
public Transform Player;
public float SmoothTime;
public float DefaultZoom = 5f;
public float ZoomSpeed;
Vector3 NewPosition;
Quaternion NewRotation;
//----------------------------------------------------------------------------------------------------
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Player = GameObject.Find("Player").transform;
}
//----------------------------------------------------------------------------------------------------
void Update()
{
MouseX += Input.GetAxis("Mouse X") * 100f * Time.deltaTime;
MouseY -= Input.GetAxis("Mouse Y") * 100f * Time.deltaTime;
MouseY = Mathf.Clamp(MouseY, -75, 75);
DefaultZoom += Input.GetAxis("Mouse ScrollWheel") * 100f * Time.deltaTime;
DefaultZoom = Mathf.Clamp(DefaultZoom, 3f, 9f);
DefaultZoom = Mathf.Lerp(Vector3.Distance(transform.position, Player.position), DefaultZoom, ZoomSpeed * Time.deltaTime);
}
void LateUpdate()
{
NewRotation = Quaternion.Euler(MouseY, MouseX, 0f);
transform.rotation = Quaternion.Slerp(transform.rotation, NewRotation, Time.deltaTime * SmoothTime);
NewPosition = Player.position - (transform.forward * DefaultZoom);
transform.position = Vector3.Lerp(transform.position, NewPosition, Time.deltaTime * SmoothTime);
}
}
You are using Lerp wrong, both for rotation and position. Lerp isn't actually intended for smoothing, but is used for that purpose never the less, since it is very quick to program.
To fix your problem quickly (tho at the cost of being frame rate dependent), simply remove the Time.deltaTime and make sure that the smooth variable is kept between 0 and 1. The underlying reason is that Time.deltaTime is jumpy (or jittery) by nature and it passes that property directly to Lerp.
I made a first person camera using parts of Brackeys Guide, I have camera moving on both the axis but the line for the xRotation clamp doesn't work when I run the game. How can I fix this?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MouseLook : MonoBehaviour
{
public float mouseSensitivity = 200f;
public Transform playerBody;
public Transform cam;
private float xRotation = 0f;
// Start is called before the first frame update
void Start()
{
Cursor.lockState = CursorLockMode.Locked; // stops you from click out off the sceen
}
// Update is called once per frame
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime; // mouse imput
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime; // mouse imput
xRotation = mouseY;
xRotation = Mathf.Clamp(xRotation, -80f, 73f); // stops you from breaking your neck
Quaternion localRotation = Quaternion.Euler(xRotation, 0f, 0f); // left and right movement
playerBody.Rotate(Vector3.up * mouseX); // left and right movement
cam.Rotate(Vector3.left * mouseY); // up and down movement
}
Setting new specific variables like roty and rotx, and clamping them individually.
It may be that the Vector3 vector has no value, if a value is generated, it can be
private Vector3 m_Dir
void Update () {
this.m_Dir = new Vector3 (localRotation, Vector3.up * mouseX,
tVector3.left * mouseY);
playerBody.Rotate(m_Dir);
cam.Rotate(m_Dir);
}
There are two main problems in the Update method:
xRotation = mouseY is not correct, since mouseY represents the delta angle you want to rotate in this frame, while xRotation represents the current angle at which the camera is rotated. You have to do a sum to get the next pitch of the camera, so xRotation += mouseY.
The quaternion localRotation is created but not actually used in the rotating logic, you still rotate the camera with cam.Rotate(Vector3.left * mouseY). Replace it with cam.localRotation = localRotation.
The final code should look like this:
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
// note: you shouldn't hardcode the min and max values,
// use some values that you can change in the inspector
xRotation = Mathf.Clamp(xRotation + mouseY, -80f, 73f);
cam.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
Hello I am new to UNITY I have written some code for a first person camera however sometimes when I am looking around it will flick what way the camera is facing. This is my code
public float mouseSensitivity = 200f;
public Transform playerBody;
float yRotation = 0f;
// Start is called before the first frame update
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
// Update is called once per frame
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
yRotation -= mouseY;
yRotation = Mathf.Clamp(yRotation, -90f, 90f);
transform.localRotation = Quaternion.Euler(yRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
}
I have a video to show my issue as well https://youtu.be/nMopJzNyYr4 for is the question is not clear.
I have a capsule as my parent it is the players actual body and then my camera is a child to the playerBody ( my capsule )
Try it without the deltaTime multiplication. GetAxis on a mouse axis gives you a difference in mouse position, which should not be multiplied by deltaTime or any other time delta unless you are interested in a measurement of Absement which you probably are not!!
You are more interested in a distance measurement, so you can just use
float mouseABC = Input.GetAxis("Mouse ABC") * mouseSensitivity;.
Alternatively, if you were to want the speed of the mouse movement, you would actually rather divide by time.deltaTime such as float mouseHorizontalVelocity = Input.GetAxis("Mouse X") * mouseSensitivity / Time.deltaTime;.
I am going for a RuneScape-style camera that rotates around the player using WASD. Rotating horizontally works fine but when I mix the two (as in pitching up or down) the camera rotates around the player really awkwardly, the camera might invert or will sort of gimbal I guess.
Here's my code:
public float pitch;
public float zoomSpeed = 4f;
public float minZoom = 5f;
public float maxZoom = 15f;
public Transform target;
public Vector3 offset;
public float yawSpeed = 100f;
private float currentZoom = 10f;
private float currentYaw = 0f;
private float currentPitch = 0f;
void Update()
{
currentZoom -= Input.GetAxis("Mouse ScrollWheel") * zoomSpeed;
currentZoom = Mathf.Clamp(currentZoom, minZoom, maxZoom);
currentYaw -= Input.GetAxis("Horizontal") * yawSpeed * Time.deltaTime;
currentPitch -= Input.GetAxis("Vertical") * yawSpeed * Time.deltaTime;
Debug.Log("Yaw: " + currentYaw + " Pitch: " + currentPitch);
}
void LateUpdate()
{
transform.position = target.position - offset * currentZoom;
transform.LookAt(target.position + Vector3.up * pitch);
transform.RotateAround(target.position, Vector3.up, currentYaw);
transform.RotateAround(target.position, Vector3.forward, currentPitch);
}
Any help would be gladly appreciated!
It looks to me that you are using currentPitch, but rotating it around the forward axis? Which would create roll on the world foward axis?
If your up vector is always world up, then the yaw you have will work. But what you want to do is recalculate the right vector from your current location to your target after you apply the yaw.
void LateUpdate() {
transform.position = target.position - offset * currentZoom;
transform.LookAt(target.position + Vector3.up * pitch);
transform.RotateAround(target.position, Vector3.up, currentYaw);
transform.RotateAround(target.position, Vector3.Cross((target.position - transform.position).normalized, Vector3.up), currentPitch);
}
I would like to limit my vertical rotation of the camera so that it can't do a 360 spin. I have tried a lot of tutorials but nothing worked for me so i .
Please also check my code.
[RequireComponent(typeof(PlayerMoto))]
public class PlayerController: MonoBehaviour {
public float speed = 5, sensetivity;
private PlayerMoto motor;
public GameObject hands;
public camera cam;
float lookUpMax = .6 f;
void Start() {
motor = GetComponent < PlayerMoto > ();
cam = GetComponent < camera > ();
}
void Update() {
//cam.transform.localEulerAngles = new Vector3(cam.transform.localEulerAngles.x, 0, 0);
float _xmove = Input.GetAxis("Horizontal");
float _zmove = Input.GetAxis("Vertical");
Vector3 _moveHorizontal = transform.right * _xmove;
Vector3 _movVertical = transform.forward * _zmove;
Vector3 _velocity = (_moveHorizontal + _movVertical) * speed;
motor.Move(_velocity);
float _yRot = Input.GetAxis("Mouse X");
Vector3 _rotation = new Vector3(0 f, _yRot, 0 f) * sensetivity;
motor.Rotate(_rotation);
float _xRot = Input.GetAxis("Mouse Y");
Vector3 _cameraRotation = new Vector3(_xRot, 0 f, 0 f) * sensetivity;
motor.RotateCamera(_cameraRotation);
if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.W)) {
for (; speed <= 15; speed++) {
speed = 15;
}
} else {
speed = 10;
}
}
}
Thank you very much for your kind help. I really appreciate every single comment to try and help me in this amazing journey.
Try this out
private void Rotation()
{
x_axis += speed * Input.GetAxis("Mouse X"); // speed = 2f;
y_axis -= speed * Input.GetAxis("Mouse Y");
y_axis = Mathf.Clamp (y_axis, -45, 45); // limits vertical rotation
transform.eulerAngles = new Vector3(y_axis, x_axis, 0.0f);
}
If I understood your code, the part that moves the camera is:
float _xRot = Input.GetAxis("Mouse Y");
Vector3 _cameraRotation = new Vector3(_xRot, 0f, 0f) * sensetivity;
Then, your code calls this method on another class
motor.RotateCamera(_cameraRotation);
which probably (since the previous suggestion did not work) applies the rotation through
GameObject.Rotate(_cameraRotation);
In order to limit your camera’s rotation, we need to directly apply the rotation, and it cannot be clamped if the rotation is applied by adding a rotation to the existing rotation.
So, let’s assume you can skip that call and directly apply the rotation (I don’t know if there will be side effects), and let’s assume your cam variable is your camera.
If all these assumptions are correct, you can try:
float _xRot += Input.GetAxis("Mouse Y") * sensetivity;
xRot = Mathf.Clamp(_xRot, xMin, xMax);
cam.transform.rotation = Quaternion.Euler(_xRot, 0.0f, 0.0f);
Remember to comment out
//motor.RotateCamera(_cameraRotation);
You can declare
public float xMin;
public float xMax;
And experiment with values until you find your optimal ones.
I strongly suspect that the code I suggested will not solve all your problems, or it could add issues, because the actual transformations of both your player and the camera are applied by another script, that is not provided. In that case, you can provide us also that code, but I suggest you try writing your own code, that you can customize to your needs.
As for why clamping a rotation is not as easy as it seems, this post is interesting:
Rotations, Quaternions and Euler Angles