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Question by stoil0raychev · May 07, 2020 at 02:29 PM · scripting problemnoobfollow path

How to make an Object follow this Path,How to make an Object follow an Path

Hallo, I'm a noob at Unity and I wanted to make a Game where a police car follows anouther carand and you control the police car and the secend car is "AI".So I thought the secend car can follow a path.That why I went to the asset store and found something .A path creater, but only for camera and i didn't know this until i have finished the path and everything . And it was perfect so i didn't want do delet everything and i can here for help.

using System.Collections; using System.Collections.Generic; using UnityEngine;

[System.Serializable] public class CPC_Visual { public Color pathColor = Color.green; public Color inactivePathColor = Color.gray; public Color frustrumColor = Color.white; public Color handleColor = Color.yellow; }

public enum CPC_ECurveType { EaseInAndOut, Linear, Custom }

public enum CPC_EAfterLoop { Continue, Stop }

[System.Serializable] public class CPC_Point {

 public Vector3 position;
 public Quaternion rotation;
 public Vector3 handleprev;
 public Vector3 handlenext;
 public CPC_ECurveType curveTypeRotation;
 public AnimationCurve rotationCurve;
 public CPC_ECurveType curveTypePosition;
 public AnimationCurve positionCurve;
 public bool chained;

 public CPC_Point(Vector3 pos, Quaternion rot)
 {
     position = pos;
     rotation = rot;
     handleprev = Vector3.back;
     handlenext = Vector3.forward;
     curveTypeRotation = CPC_ECurveType.EaseInAndOut;
     rotationCurve = AnimationCurve.EaseInOut(0,0,1,1);
     curveTypePosition = CPC_ECurveType.Linear;
     positionCurve = AnimationCurve.Linear(0,0,1,1);
     chained = true;
 }

}

public class CPC_CameraPath : MonoBehaviour {

 public bool useMainCamera = true;
 public Camera selectedCamera;
 public bool lookAtTarget = false;
 public Transform target;
 public bool playOnAwake = false;
 public float playOnAwakeTime = 10;
 public List<CPC_Point> points = new List<CPC_Point>();
 public CPC_Visual visual;
 public bool looped = false;
 public bool alwaysShow = true;
 public CPC_EAfterLoop afterLoop = CPC_EAfterLoop.Continue;

 private int currentWaypointIndex;
 private float currentTimeInWaypoint;
 private float timePerSegment;

 private bool paused = false;
 private bool playing = false;

 void Start ()
 {
     
     if (Camera.main == null) { Debug.LogError("There is no main camera in the scene!"); }
     if (useMainCamera)
         selectedCamera = Camera.main;
     else if (selectedCamera == null)
     {
         selectedCamera = Camera.main;
         Debug.LogError("No camera selected for following path, defaulting to main camera");
     }

     if (lookAtTarget && target == null)
     {
         lookAtTarget = false;
         Debug.LogError("No target selected to look at, defaulting to normal rotation");
     }

     foreach (var index in points)
     {
         if (index.curveTypeRotation == CPC_ECurveType.EaseInAndOut) index.rotationCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
         if (index.curveTypeRotation == CPC_ECurveType.Linear) index.rotationCurve = AnimationCurve.Linear(0, 0, 1, 1);
         if (index.curveTypePosition == CPC_ECurveType.EaseInAndOut) index.positionCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
         if (index.curveTypePosition == CPC_ECurveType.Linear) index.positionCurve = AnimationCurve.Linear(0, 0, 1, 1);
     }

     if (playOnAwake)
         PlayPath(playOnAwakeTime);
 }

 /// <summary>
 /// Plays the path
 /// </summary>
 /// <param name="time">The time in seconds how long the camera takes for the entire path</param>
 public void PlayPath(float time)
 {
     if (time <= 0) time = 0.001f;
     paused = false;
     playing = true;
     StopAllCoroutines();
     StartCoroutine(FollowPath(time));
 }

 /// <summary>
 /// Stops the path
 /// </summary>
 public void StopPath()
 {
     playing = false;
     paused = false;
     StopAllCoroutines();
 }

 /// <summary>
 /// Allows to change the time variable specified in PlayPath(float time) on the fly
 /// </summary>
 /// <param name="seconds">New time in seconds for entire path</param>
 public void UpdateTimeInSeconds(float seconds)
 {
     timePerSegment = seconds / ((looped) ? points.Count : points.Count - 1);
 }

 /// <summary>
 /// Pauses the camera's movement - resumable with ResumePath()
 /// </summary>
 public void PausePath()
 {
     paused = true;
     playing = false;
 }

 /// <summary>
 /// Can be called after PausePath() to resume
 /// </summary>
 public void ResumePath()
 {
     if (paused)
         playing = true;
     paused = false;
 }

 /// <summary>
 /// Gets if the path is paused
 /// </summary>
 /// <returns>Returns paused state</returns>
 public bool IsPaused()
 {
     return paused;
 }

 /// <summary>
 /// Gets if the path is playing
 /// </summary>
 /// <returns>Returns playing state</returns>
 public bool IsPlaying()
 {
     return playing;
 }

 /// <summary>
 /// Gets the index of the current waypoint
 /// </summary>
 /// <returns>Returns waypoint index</returns>
 public int GetCurrentWayPoint()
 {
     return currentWaypointIndex;
 }

 /// <summary>
 /// Gets the time within the current waypoint (Range is 0-1)
 /// </summary>
 /// <returns>Returns time of current waypoint (Range is 0-1)</returns>
 public float GetCurrentTimeInWaypoint()
 {
     return currentTimeInWaypoint;
 }

 /// <summary>
 /// Sets the current waypoint index of the path
 /// </summary>
 /// <param name="value">Waypoint index</param>
 public void SetCurrentWayPoint(int value)
 {
     currentWaypointIndex = value;
 }

 /// <summary>
 /// Sets the time in the current waypoint 
 /// </summary>
 /// <param name="value">Waypoint time (Range is 0-1)</param>
 public void SetCurrentTimeInWaypoint(float value)
 {
     currentTimeInWaypoint = value;
 }

 /// <summary>
 /// When index/time are set while the path is not playing, this method will teleport the camera to the position/rotation specified
 /// </summary>
 public void RefreshTransform()
 {
     selectedCamera.transform.position = GetBezierPosition(currentWaypointIndex, currentTimeInWaypoint);
     if (!lookAtTarget)
         selectedCamera.transform.rotation = GetLerpRotation(currentWaypointIndex, currentTimeInWaypoint);
     else
         selectedCamera.transform.rotation = Quaternion.LookRotation((target.transform.position - selectedCamera.transform.position).normalized);
 }

 IEnumerator FollowPath(float time)
 {
     UpdateTimeInSeconds(time);
     currentWaypointIndex = 0;
     while (currentWaypointIndex < points.Count)
     {
         currentTimeInWaypoint = 0;
         while (currentTimeInWaypoint < 1)
         {
             if (!paused)
             {
                 currentTimeInWaypoint += Time.deltaTime / timePerSegment;
                 selectedCamera.transform.position = GetBezierPosition(currentWaypointIndex, currentTimeInWaypoint);
                 if (!lookAtTarget)
                     selectedCamera.transform.rotation = GetLerpRotation(currentWaypointIndex, currentTimeInWaypoint);
                 else
                     selectedCamera.transform.rotation = Quaternion.LookRotation((target.transform.position - selectedCamera.transform.position).normalized);
             }
             yield return 0;
         }
         ++currentWaypointIndex;
         if (currentWaypointIndex == points.Count - 1 && !looped) break;
         if (currentWaypointIndex == points.Count && afterLoop == CPC_EAfterLoop.Continue) currentWaypointIndex = 0;
     }
     StopPath();
 }

 int GetNextIndex(int index)
 {
     if (index == points.Count-1)
         return 0;
     return index + 1;
 }

 Vector3 GetBezierPosition(int pointIndex, float time)
 {
     float t = points[pointIndex].positionCurve.Evaluate(time);
     int nextIndex = GetNextIndex(pointIndex);
     return
         Vector3.Lerp(
             Vector3.Lerp(
                 Vector3.Lerp(points[pointIndex].position,
                     points[pointIndex].position + points[pointIndex].handlenext, t),
                 Vector3.Lerp(points[pointIndex].position + points[pointIndex].handlenext,
                     points[nextIndex].position + points[nextIndex].handleprev, t), t),
             Vector3.Lerp(
                 Vector3.Lerp(points[pointIndex].position + points[pointIndex].handlenext,
                     points[nextIndex].position + points[nextIndex].handleprev, t),
                 Vector3.Lerp(points[nextIndex].position + points[nextIndex].handleprev,
                     points[nextIndex].position, t), t), t);
 }

 private Quaternion GetLerpRotation(int pointIndex, float time)
 {
     return Quaternion.LerpUnclamped(points[pointIndex].rotation, points[GetNextIndex(pointIndex)].rotation, points[pointIndex].rotationCurve.Evaluate(time));
 }

if UNITY_EDITOR

public void OnDrawGizmos() { if (UnityEditor.Selection.activeGameObject == gameObject || alwaysShow) { if (points.Count >= 2) { for (int i = 0; i < points.Count; i++) { if (i < points.Count - 1) { var index = points[i]; var indexNext = points[i + 1]; UnityEditor.Handles.DrawBezier(index.position, indexNext.position, index.position + index.handlenext, indexNext.position + indexNext.handleprev,((UnityEditor.Selection.activeGameObject == gameObject) ? visual.pathColor : visual.inactivePathColor), null, 5); } else if (looped) { var index = points[i]; var indexNext = points[0]; UnityEditor.Handles.DrawBezier(index.position, indexNext.position, index.position + index.handlenext, indexNext.position + indexNext.handleprev, ((UnityEditor.Selection.activeGameObject == gameObject) ? visual.pathColor : visual.inactivePathColor), null, 5); } } }

         for (int i = 0; i < points.Count; i++)
         {
             var index = points[i];
             Gizmos.matrix = Matrix4x4.TRS(index.position, index.rotation, Vector3.one);
             Gizmos.color = visual.frustrumColor;
             Gizmos.DrawFrustum(Vector3.zero, 90f, 0.25f, 0.01f, 1.78f);
             Gizmos.matrix = Matrix4x4.identity;
         }
     }
 }

endif

}

sript and asset is from https://assetstore.unity.com/packages/tools/camera/camera-path-creator-84074

And I use Unity x5 because my Laptop is old.

,

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