Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 CyberArtist · Jan 04, 2015 at 02:14 AM · rotationjavascriptcamera-movementaiming

Floats not being applied?

I'm very close on completing a script that allows the arms of my character to aim towards the camera. I used the last spine bone to apply the rotations to.

And here's the problem:

alt text

This is my hold animation with the chest slightly turned.

With script enabled:

alt text

The spine bone I assigned as the bone to rotate is instead facing the direction of the camera at all times. This offsets the position of the arms to the left.

I calculated the float value difference (x and y rotations) between the camera(or head/neck) and the spine bone when the animation is correctly displayed (script disabled) and I added it to my ArmControl script. Unfortunately, adding those float values are not making a difference when the script is enabled.

ArmControl (JavaScript):

 var spineBone : GameObject;
 var cameraObject : GameObject;
 var mountObject : GameObject;
 var spineX : float = 2.683764;
 var spineY : float = 5.290291;
 var spineXPose : float;
 var spineYPose : float;
 
 function LateUpdate () 
 {    
     if(GameObject.FindGameObjectWithTag("Player").GetComponent(PlayerMovement).weaponReady == true)
     {        
         spineXPose = mountObject.GetComponent(MouseLook).currentXRotation + spineX;
         spineYPose = mountObject.GetComponent(MouseLook).currentYRotation + spineY;
     
         spineBone.transform.rotation = Quaternion.Euler(spineXPose, spineYPose, 0);    
     }
 }

I'm also including my camera control script to help out with specific components I'm using:

 var lookSensitivity : float = 5;
 @HideInInspector
 var yRotation : float;
 @HideInInspector
 var xRotation : float;
 @HideInInspector
 var currentYRotation : float;
 @HideInInspector
 var currentXRotation : float;
 @HideInInspector
 var yRotationV : float;
 @HideInInspector
 var xRotationV : float;
 var lookSmoothDamp : float = 0.1;
 
 function Update()
 {
     yRotation += Input.GetAxis("Mouse X")*lookSensitivity;
     xRotation -= Input.GetAxis("Mouse Y")*lookSensitivity;
     
     xRotation = Mathf.Clamp(xRotation, -20, 35);
     
     currentXRotation = Mathf.SmoothDamp(currentXRotation, xRotation, xRotationV, lookSmoothDamp);
     currentYRotation = Mathf.SmoothDamp(currentYRotation, yRotation, yRotationV, lookSmoothDamp);
     
     transform.rotation = Quaternion.Euler(currentXRotation, currentYRotation,0);
 }
capture.jpg (44.7 kB)
capture2.jpg (45.3 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 CyberArtist · Jan 04, 2015 at 03:54 PM

  1. Turns out the value of my calculations were too small.

  2. If you want to see the end result of trying to make this script work, check out the post I made in the forums: http://forum.unity3d.com/threads/rotation-missingfieldexception-error.288798/

Comment
Add comment · 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

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

25 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

[JS] Custom camera rotation resets on Var change? 0 Answers

Rotation Jerks when Copying From Different Object 1 Answer

Slerp Problem?: Enemy in Constant Rotation! 1 Answer

using a custom rotation in "Instantiate" 4 Answers

Smooth rotation in 90° increments 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