In my game I have a camera and I want to have an FPS like rotation attached to this camera.
So if I move my cursor to the left, I want my cam to rotate to the left. If I move my cursor up, then the cam should look up, etc.
I currently have it partially working. I can look left and right, up, and down. The problem occurs when I look down and then move my cursor left and right. It then gives me a "Roll" effect.
See this video to see exactly what I mean:
http://www.screencast.com/t/Phedh8H0K13
Obviously when I look down I still want to have a "Yaw" effect instead of a "Roll" effect. Anyone any idea how to do that? This is what I have so far:
// Update is called once per frame
public override void update ()
{
this.camera.transform.rotation *=
Quaternion.AngleAxis( Time.deltaTime * sensitivityRoll * Input.GetAxis("Vertical"), Vector3.forward );
this.camera.transform.rotation *=
Quaternion.AngleAxis( Time.deltaTime * sensitivityYaw * Input.GetAxis("Mouse X"), Vector3.up );
this.camera.transform.rotation *=
Quaternion.AngleAxis( Time.deltaTime * sensitivityPitch * Input.GetAxis("Mouse Y"), Vector3.left );
}
I just found my answer in this topic:
http://forum.unity3d.com/threads/109250-Looking-with-the-Mouse?highlight=person+camera
The code from that topic:
C# Mono code:
using UnityEngine;
using System.Collections;
/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation
/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
/// -> A CharacterMotor and a CharacterController component will be automatically added.
/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
float rotationY = 0F;
void Update ()
{
if (axes == RotationAxes.MouseXAndY)
{
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}
else if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
}
}
void Start ()
{
//if(!networkView.isMine)
//enabled = false;
// Make the rigid body not change rotation
//if (rigidbody)
//rigidbody.freezeRotation = true;
}
}
Simple Script, Not Sure it will work with you, might as well give it a try
using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Security.Cryptography;
using System.Threading;
using UnityEngine;
public class mouse_lookat : MonoBehaviour
{
public float mouseSensitivity = 100f;
public Transform playerBody;
float xRotation = 0f;
// Start is called before the first frame update
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
// 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;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
}
}
using UnityEngine;
public class CameraRotator : MonoBehaviour
{
[SerializeField] private Transform _head;
[SerializeField] private float _sensitivity;
[SerializeField] private bool _invertVertical;
private void Update()
{
var deltaMouse = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y");
Vector2 deltaRotation = deltaMouse * _sensitivity;
deltaRotation.y *= _invertVertical ? 1.0f : -1.0f;
float pitchAngle = _head.localEulerAngles.x;
// turns 270 deg into -90, etc
if (pitchAngle > 180)
pitchAngle -= 360;
pitchAngle = Mathf.Clamp(pitchAngle + deltaRotation.y, -90.0f, 90.0f);
transform.Rotate(Vector3.up, deltaRotation.x);
_head.localRotation = Quaternion.Euler(pitchAngle, 0.0f, 0.0f);
}
}
i created 2 scripts for my FPS project that work flawlessly for my movement (currently havnt added jump mechanics) and it seems like youve overcomplicated alot of things that can be quite simple and straight forward.
im also new to coding so please correct me if im wrong heres my code
// this is in the player script which i put on an empty parent object of the camera and player sprite
public class player : MonoBehaviour
{
[Header("player Movement")]
[SerializeField] float moveSpeed = 5f;
[SerializeField] public float mouseSensitivity = 5f;
Rigidbody rigidBody;
// Use this for initialization
void Start()
{
}
void Update()
{
Move();
}
private void Move()
{
transform.Translate(Vector3.forward * Input.GetAxis("Vertical") * moveSpeed * Time.deltaTime);
transform.Translate(Vector3.right * Input.GetAxis("Horizontal") * moveSpeed * Time.deltaTime);
transform.Rotate(Vector3.up * Input.GetAxis("Mouse X") * mouseSensitivity);
}
//this is the camera movement script which i put on the camera(will also use this script to add a function to change from 1st person to 3rd person for certain abilities)
{
player player;
// Use this for initialization
void Start()
{
player = FindObjectOfType<player>();
}
// Update is called once per frame
void Update()
{
MoveView();
}
private void MoveView()
{
transform.Rotate(Vector3.left * Input.GetAxis("Mouse Y") * player.mouseSensitivity);
}
}
Related
I am making code for a first person physics-based character controller in Unity. The movement is mostly smooth, but when I go up a slope, instead of sliding back down, the character floats in the air slightly while slowly moving downward until it gets back to the ground. This behavior is very strange and unexpected, and I don't really know why this is happening.
The character is an empty object with a capsule and a sphere childed to it. The script is on the empty object, and the rigidbody is on the capsule which is a child to the empty.
Here is the script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
float mouseSensitivity;
private float cameraXRotation;
private float cameraYRotation;
private float movementX;
private float movementY;
private Transform playerHeadTransform;
private Transform playerBodyTransform;
private Rigidbody playerRigidBody;
private bool IsJumping;
// Start is called before the first frame update
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
playerBodyTransform = transform.GetChild(0).gameObject.GetComponent<Transform>();
playerHeadTransform = transform.GetChild(0).transform.GetChild(0).gameObject.GetComponent<Transform>();
playerRigidBody = transform.GetChild(0).gameObject.GetComponent<Rigidbody>();
playerHeadTransform.transform.rotation = Quaternion.Euler(0f, 0f, 0f);
mouseSensitivity = 750;
IsJumping = false;
}
// Update is called once per frame
void Update()
{
#region CameraStuff
float cameraMouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
float cameraMouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
cameraXRotation -= cameraMouseY;
cameraYRotation += cameraMouseX;
cameraXRotation = Mathf.Clamp(cameraXRotation, -90f, 60);
playerHeadTransform.localRotation = Quaternion.Euler(cameraXRotation, 0f, 0f);
playerBodyTransform.localRotation = Quaternion.Euler(0f, cameraYRotation, 0f);
#endregion
//Movement input variables
movementX = Input.GetAxis("Horizontal") * mouseSensitivity * Time.deltaTime;
movementY = Input.GetAxis("Vertical") * mouseSensitivity * Time.deltaTime;
}
void FixedUpdate()
{
playerRigidBody.velocity = playerBodyTransform.TransformDirection(movementX*2, 0, movementY*2);
}
}
Your player not falling down is most probably related to you setting
void FixedUpdate()
{
playerRigidBody.velocity = playerBodyTransform.TransformDirection(movementX*2, 0, movementY*2);
}
if there is gravity involved you rather want to make sure to not overwrite the Y axis and do e.g.
var currentVelocity = playerRigidbody.velocity;
var newVelocity = playerBodyTransform.TransformDirection(movementX * 2, 0, movementY * 2);
// keep the velocity on Y but only if it is currently downwards
// so you can still move up on a slope but fall down with gravity
if(currentVelocity.y < 0) newVelocity.y = currentVelocity.y;
playerRigidBody.velocity = newVelocity;
So i am really really new to Unity and C# and i was just trying out some things. Now i want to kinda polish the overall control experience. So i want the Camera to rotate 5° on the Z axis when the Button A is pressed.
Thats what i tried:
if (Input.GetKeyDown(KeyCode.A))
{
if (zRotation < 5f)
{
transform.localRotation = Quaternion.Euler(zRotation, 5f, 5f);
}
}
It somewhat works, the camera rotates to 5° on the Z but only for i split second and then returns to it's normal state.
Full Code of the Camera Script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class mouseLook : MonoBehaviour
{
public float mouseSensitivity = 100f;
public Transform playerBody;
float xRotation = 0f;
float zRotation = 0f;
// Start is called before the first frame update
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
// 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;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
if (Input.GetKeyDown(KeyCode.A))
{
if (zRotation < 5f)
{
transform.localRotation = Quaternion.Euler(zRotation, 5f, 5f);
}
}
}
}
I want the Camera to rotate 5° on the Z axis when the Button A is pressed.
You don't need any variables to achieve this, it should be as simple as:
void Update()
{
if (Input.GetKeyDown(KeyCode.A))
{
cameraTransform.Rotate(0, 0, 5);
}
}
Hi I am very new to Unity and only got basic knowledge. I created a player who can move and also a camera which follows the player and according to the mouseX and mouseY acis the camera rotates.
Now I want the camera rotation angle to be the forward position.
If the player press w he moves along x acis but if the camera angle change and the player press w it should move into this direction.
player.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DoublePlayer : MonoBehaviour
{
private CharacterController _controller;
public float _jumpHeight = 3f;
[SerializeField]
private float _moveSpeed = 5f;
[SerializeField]
private float _gravity = 9.81f;
private float _directionY;
void Start()
{
_controller = GetComponent<CharacterController>();
}
// Update is called once per frame
void Update()
{
float horizontalInput = Input.GetAxis("Horizontal");
float verticalInput = Input.GetAxis("Vertical");
Vector3 direction = new Vector3(horizontalInput, 0, verticalInput);
// set gravity
_directionY -= _gravity * Time.deltaTime;
direction.y = _directionY;
_controller.Move(direction * _moveSpeed * Time.deltaTime);
}
}
camera.cs
public class CameraController : MonoBehaviour
{
public float RotationSpeed = 1;
public Transform Target, Player;
float mouseX, mouseY;
void Start()
{
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void LateUpdate()
{
CamControl();
}
void CamControl()
{
mouseX += Input.GetAxis("Mouse X") * RotationSpeed;
mouseY += Input.GetAxis("Mouse Y") * RotationSpeed;
mouseY = Mathf.Clamp(mouseY, -35, 60);
transform.LookAt(Target);
Target.rotation = Quaternion.Euler(mouseY, mouseX, 0);
Player.rotation = Quaternion.Euler(0, mouseX, 0);
}
}
For Target and Player variable I selected the player object.
Do someone has a simple solution I can understand?
You could simply take the direction and rotate it along with the object that component is attached to using Quaternion * Vector3 operator
var rotatedDirection = transform.rotation * direction;
Or if you rather need the orientation of the other script attached to a different object then do e.g.
// link your camera or whatever shall be used for the orientation via the Inspector
[SerializeField] private Transform directionProvider;
and then
var rotatedDirection = directionProvider.rotation * direction;
Since you're getting the rotation directly from a Transform, you could use Transform.TransformDirection:
Vector3 rotatedDirection = transform.TransformDirection(direction);
I have the basic movement and rotation working however I can not work out a way to limit the rotation up and down. I want to make it so that you cant look more than 90° up and down.
Ive tried multiple ways such as using if statments and using clamp.
using UnityEngine;
public class FPSController : MonoBehaviour {
public float speed = 5f;
public float sensitivity = 2f;
public GameObject Camera;
CharacterController controller;
float moveFB;
float moveLR;
public float rotX;
public float rotY;
void Start()
{
controller = GetComponent<CharacterController>();
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void FixedUpdate ()
{
moveFB = Input.GetAxis("Vertical");
moveLR = Input.GetAxis("Horizontal");
rotX = Input.GetAxis("Mouse X") * sensitivity;
rotY = Input.GetAxis("Mouse Y") * sensitivity;
transform.Rotate(0, rotX, 0);
Vector3 movement = new Vector3(moveLR * speed * Time.deltaTime, 0, moveFB * speed * Time.deltaTime);
controller.Move(transform.rotation * movement);
Camera.transform.Rotate(-rotY, 0, 0);
}
}
With this code you will be able to rotate the camera beyond 90 degrees causing it to be upside down etc
"Camera" is a built-in unity class, I would recommend renaming it to "camera".
Try this to clamp the camera's rotation:
(with your other public floats)
public float minAngle = -90;
public float maxAngle = 90;
(at the end of FixedUpdate)
Vector3 temp = camera.transform.localEulerAngles;
camera.transform.localEulerAngles = new Vector3(Mathf.Clamp(Mathf.DeltaAngle(0, temp.x), minAngle, maxAngle), temp.y, temp.z);
Edit: changed eulerAngles to localEulerAngles
Edit 2: changed the order of the arguements of Mathf.DeltaAngle
I fixed it here. Not to sure on how it works but it works. Credit to video:https://www.youtube.com/watch?v=F5eE1YL1ZJY
using UnityEngine;
public class FPSController : MonoBehaviour {
public float speed = 5f;
public float sensitivity = 2f;
public GameObject Camera;
CharacterController controller;
float moveFB;
float moveLR;
public float rotX;
public float rotY;
public float minAngle = -90f;
public float maxAngle = 90f;
void Start()
{
controller = GetComponent<CharacterController>();
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void FixedUpdate ()
{
moveFB = Input.GetAxis("Vertical");
moveLR = Input.GetAxis("Horizontal");
rotX = Input.GetAxis("Mouse X") * sensitivity;
rotY -= Input.GetAxis("Mouse Y") * sensitivity;
rotY = Mathf.Clamp(rotY, minAngle, maxAngle);
transform.Rotate(0, rotX, 0);
Vector3 movement = new Vector3(moveLR * speed * Time.deltaTime, 0, moveFB * speed * Time.deltaTime);
controller.Move(transform.rotation * movement);
Camera.transform.localRotation = Quaternion.Euler(rotY, 0, 0);
}
}
I can make the camera move the way I want, but I need it to be confined to within the 3D hollow sphere that I created. Currently the player can fly the camera out of the game area.
I've tried parenting the camera to a spherical game object, but the camera still leaves the game area but the sphere stays inside.
This was my attempt at using the BoundingSphere method to keep the camera inside the sphere.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SphericalBoundary : MonoBehaviour
{
public Vector3 pos;
public float r;
void Start()
{
BoundingSphere();
}
private void FixedUpdate()
{
BoundingSphere();
}
public void BoundingSphere()
{
pos = new Vector3(0, 0, 0);
r = (100);
}
}
============================================================================
============================================================================
This is the script that makes the camera fly around. Works perfectly.
using UnityEngine;
using System.Collections;
public class CameraFlight : MonoBehaviour
{
/*
EXTENDED FLYCAM
Desi Quintans (CowfaceGames.com), 17 August 2012.
Based on FlyThrough.js by Slin (http://wiki.unity3d.com/index.php/FlyThrough), 17 May 2011.
LICENSE
Free as in speech, and free as in beer.
FEATURES
WASD/Arrows: Movement
Q: Climb
E: Drop
Shift: Move faster
Control: Move slower
End: Toggle cursor locking to screen (you can also press Ctrl+P to toggle play mode on and off).
*/
public float cameraSensitivity = 90;
public float climbSpeed = 4;
public float normalMoveSpeed = 10;
public float slowMoveFactor = 0.25f;
public float fastMoveFactor = 3;
private float rotationX = 0.0f;
private float rotationY = 0.0f;
void Start()
{
// Screen.lockCursor = true;
}
void Update()
{
rotationX += Input.GetAxis("Mouse X") * cameraSensitivity * Time.deltaTime;
rotationY += Input.GetAxis("Mouse Y") * cameraSensitivity * Time.deltaTime;
rotationY = Mathf.Clamp(rotationY, -90, 90);
transform.localRotation = Quaternion.AngleAxis(rotationX, Vector3.up);
transform.localRotation *= Quaternion.AngleAxis(rotationY, Vector3.left);
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
{
transform.position += transform.forward * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis("Vertical") * Time.deltaTime;
transform.position += transform.right * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis("Horizontal") * Time.deltaTime;
}
else if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
{
transform.position += transform.forward * (normalMoveSpeed * slowMoveFactor) * Input.GetAxis("Vertical") * Time.deltaTime;
transform.position += transform.right * (normalMoveSpeed * slowMoveFactor) * Input.GetAxis("Horizontal") * Time.deltaTime;
}
else
{
transform.position += transform.forward * normalMoveSpeed * Input.GetAxis("Vertical") * Time.deltaTime;
transform.position += transform.right * normalMoveSpeed * Input.GetAxis("Horizontal") * Time.deltaTime;
}
if (Input.GetKey(KeyCode.Q)) { transform.position += transform.up * climbSpeed * Time.deltaTime; }
if (Input.GetKey(KeyCode.E)) { transform.position -= transform.up * climbSpeed * Time.deltaTime; }
//if (Input.GetKeyDown(KeyCode.End))
//{
// Screen.lockCursor = (Screen.lockCursor == false) ? true :][1]
false;
//}
}
}
No errors are showing up. During play the player can fly the camera out of the sphere but I want them confined to the sphere.
I think you must look your camera position on every frame and also check if it's going out of bound of the sphere here is some code which might help you(it is not tested)
public class TestScriptForStackOverflow : MonoBehaviour {
public Transform CameraTrans, SphereTrans;
private float _sphereRadius;
void Start() {
//if we are talking about sphere its localscale.x,y,z values are always equal
_sphereRadius = SphereTrans.localScale.x / 2;
}
void Update() {
if (IsOutsideTheSphere(_sphereRadius, CameraTrans.position, SphereTrans.position)) {
//lets find direction of camera from sphere center
Vector3 direction = (CameraTrans.position - SphereTrans.position).normalized;
//this is bound point for specific direction which is point is on the end of the radius
Vector3 boundPos = SphereTrans.position + direction * _sphereRadius;
//finally assign bound position to camera to stop it to pierce the sphere bounds
CameraTrans.position = boundPos;
}
}
private bool IsOutsideTheSphere(float sphereRadius, Vector3 cameraPosition, Vector3 sphereCenterPosition) {
//distance betweeen cameraPosition and sphereCenterPosition
float distanceBetween = (cameraPosition - sphereCenterPosition).magnitude;
//returns true if distance between sphere center and camera position is longer then sphere radius
return distanceBetween > sphereRadius;
}
If there is something you don't understand ask me in comments