Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by DeusPL · Oct 27, 2015 at 11:57 AM · unity 5rotation

Making an enemy fly towards Object and then around it until it's destroyed

Hello all!

I am still making my SpaceShip game and I have hit another wall.

I want to make an enemy ship fly towards a GameObject, and when it reaches it, then it should start rotating around that gameobject until it is destroyed.

I have my enemy fly towards target but I have no idea to witch it to fly around that gameobject :)

Any help will be appreciated.

Thanks!

alt text

So i started like this

 public GameObject target;
 public float speed;

 float GetAngleToTarget()
 {
     Vector3 v3 = target.transform.position - transform.position;
     return Mathf.Atan2 (v3.y, v3.x) * Mathf.Rad2Deg;
 }
     if(EnemyMovementType == 2)
     {
         targetAngle = GetAngleToTarget();

}

round1.png (368.7 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by toromano · Oct 28, 2015 at 10:15 AM

I would recommend using two rigidbodies(for enemy and target) and a distance joint. First i would set a velocity for gameobject to enter the area. After the gameobject is in the area (in trigger), i would set a distance joint between enemy and target. Something like:

 using UnityEngine;
 using System.Collections;
 
 public class Enemy : MonoBehaviour {
 
     public Transform target;
     private Transform thisTransform;
     private Rigidbody2D rgbody;
     public float radius = 5.0f;
     private bool connected = false;
     private DistanceJoint2D joint;
     public float InitialVelocity = 5.0f;
 
     // Use this for initialization
     void Start () {
         thisTransform = transform;
         rgbody = gameObject.GetComponent<Rigidbody2D>();
         if(target != null)
         {
             var fromGOtoTargetVec = target.position - thisTransform.position;
             var fromTargetToTangent = Quaternion.AngleAxis(90.0f, Vector3.up) * fromGOtoTargetVec.normalized * radius;
             rgbody.velocity = (target.position + fromTargetToTangent - thisTransform.position).normalized * InitialVelocity;
         }
     }
     
     // Update is called once per frame
     void FixedUpdate () {
         if(connected)
         {
             joint.distance -= .001f * Time.fixedDeltaTime; //modify this value
         }
             
     }
 
     void OntriggerStay(Collider other)
     {
         var otherRB = other.GetComponent<Rigidbody2D>();
         if(otherRB != null && !connected && (other.transform.position - thisTransform.position).magnitude < radius)
         {
             joint = gameObject.AddComponent<DistanceJoint2D>();
             joint.connectedBody = rgbody;
             joint.distance = radius;
             connected = true;
         }
     }
 }

You should set target Sphere collider as trigger.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image DeusPL · Oct 28, 2015 at 01:23 PM 0
Share

Thank you, that is very interesting - I never used a joint before, so now I will try. Thanks a lot for your help.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

I am trying to make a gun recoil with an animation and in this script it only runs after the first mouse click. This is probably an easy fix I just can't seem to wrap my head around it. This is my script. 1 Answer

Temporarily turn off the relative rotation from parent in my script while keeping the relative position updated? 1 Answer

Scripting Help(C#): Make object face a direction based on rotation of another 1 Answer

Slowly rotate a body whilst adding a force to its rigidbody 0 Answers

Rotating object breaks limitations/Bounds 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges