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 /
  • Help Room /
avatar image
0
Question by DageLV · Aug 03, 2018 at 11:12 AM · rotation2d gameplayermouselookaiming

Aim at my cursor

Hello! How do i make my character aim at the mouse cursor in 2.5d game? The asset is FPSME and ive turned it into 2.5d game. This is the script from player 2 (See image who is player 2) and as in FPS, i move ouse down, my guy aims at the floor. I obviously want to make him shoot where my mouse is. using System; using UnityEngine;

 public class MouseLook : MonoBehaviour
 {
     [HideInInspector]public static MouseLook instance;
 
     public float XSensitivity = 2f;
     public float YSensitivity = 2f;
     public bool clampVerticalRotation = true;
     public float MinimumX = -90F;
     public float MaximumX = 90F;
     public bool smooth;
     public float smoothTime = 5f;
     public bool lockCursor = true;
 
 
     private Quaternion m_CharacterTargetRot;
     private Quaternion m_CameraTargetRot;
     private bool m_cursorIsLocked = true;
 
     public void Init(Transform character, Transform camera)
     {
         m_CharacterTargetRot = character.localRotation;
         m_CameraTargetRot = camera.localRotation;
     }
 
 
     public void LookRotation(Transform character, Transform camera)
     {
         float yRot = PlayerInputManager.instance.MouseX * XSensitivity;
         float xRot = PlayerInputManager.instance.MouseY * YSensitivity;
 
         m_CharacterTargetRot *= Quaternion.Euler (0f, yRot, 0f);
         m_CameraTargetRot *= Quaternion.Euler (-xRot, 0f, 0f);
 
         if(clampVerticalRotation)
             m_CameraTargetRot = ClampRotationAroundXAxis (m_CameraTargetRot);
 
         if(smooth)
         {
             character.localRotation = Quaternion.Slerp (character.localRotation, m_CharacterTargetRot,
                 smoothTime * Time.deltaTime);
             camera.localRotation = Quaternion.Slerp (camera.localRotation, m_CameraTargetRot,
                 smoothTime * Time.deltaTime);
         }
         else
         {
             character.localRotation = m_CharacterTargetRot;
             camera.localRotation = m_CameraTargetRot;
         }
     }
 
     private void InternalLockUpdate()
     {
         if(Input.GetKeyUp(KeyCode.Escape))
         {
             m_cursorIsLocked = false;
         }
         else if(Input.GetMouseButtonUp(0))
         {
             m_cursorIsLocked = true;
         }
 
         if (m_cursorIsLocked)
         {
             Cursor.lockState = CursorLockMode.Confined;
             Cursor.visible = false;
         }
         else if (!m_cursorIsLocked)
         {
             Cursor.lockState = CursorLockMode.None;
             Cursor.visible = true;
         }
     }
 
     Quaternion ClampRotationAroundXAxis(Quaternion q)
     {
         q.x /= q.w;
         q.y /= q.w;
         q.z /= q.w;
         q.w = 1.0f;
 
         float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x);
 
         angleX = Mathf.Clamp (angleX, MinimumX, MaximumX);
 
         q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX);
 
         return q;
     }
 
 }
 

With this also comes another problem. How do i make my guy to do 180° degree turn? When i aim behind my player 2, it could turn player 180° degrees. Player2 is spawned in game, so it needs camera and all that. Player is a child of player2 and needs to do the 180° turning. alt text

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

Answer by DageLV · Aug 04, 2018 at 01:07 PM

I contacted asset owner, he said this is the thing what makes me aim where i do. How do i change this?

     public void HandleThirdPersonAiming()
     {
         if (ThirdPersonPhotonView.isMine) {    //If this is our instance of the game
             float AimAngle = PlayerCamera.transform.localRotation.x;    //Get get our current local aimangle
             PlayerThirdPersonAnimator.SetFloat ("AimAngle", AimAngle * 1.5f); //Set the float AimAngle in the animator on our player instance
             if (ThirdPersonWorldWeapon != null && WeaponIK && ThirdPersonWorldWeapon.GetComponent<ThirdPersonWeapon> ().LeftHandTransform != null) {
                 LeftHand.position = ThirdPersonWorldWeapon.GetComponent<ThirdPersonWeapon> ().LeftHandTransform.position;
                 if (ThirdPersonWorldWeapon.GetComponent<ThirdPersonWeapon> ().IgnoreLeftHandRotation == false) {
                     LeftHand.rotation = ThirdPersonWorldWeapon.GetComponent<ThirdPersonWeapon> ().LeftHandTransform.rotation;
                 }
             }
         }
         if (!ThirdPersonPhotonView.isMine) { //If this is a other player
             PlayerThirdPersonAnimator.SetFloat ("AimAngle", Mathf.Lerp (PlayerThirdPersonAnimator.GetFloat ("AimAngle"), SyncedAimangle, 0.05f)); //Lerp the aimangle so it looks smooth on our instance
             if (ThirdPersonWorldWeapon != null && WeaponIK && ThirdPersonWorldWeapon.GetComponent<ThirdPersonWeapon> ().LeftHandTransform != null) {
                 LeftHand.position = ThirdPersonWorldWeapon.GetComponent<ThirdPersonWeapon> ().LeftHandTransform.position;
                 if (ThirdPersonWorldWeapon.GetComponent<ThirdPersonWeapon> ().IgnoreLeftHandRotation == false) {
                     LeftHand.rotation = ThirdPersonWorldWeapon.GetComponent<ThirdPersonWeapon> ().LeftHandTransform.rotation;
                 }
             }
         }
     }
 

 

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

207 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 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 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 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 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 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 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 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 avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

2D top down shooter can only aim to the top right (mouse aim) 0 Answers

Movement/Rotation Methods Don't Work Together 0 Answers

Player's rotation gets stuck when pressing two movement keys together, Player's Rotation breaks when pressing two movement buttons together 0 Answers

Transform.LookAt stops working after CharacterController.Move is used. 0 Answers

2D Sprite rotation 180 degrees 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