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Question by hunterperatt13 · Oct 01, 2018 at 01:22 PM · c#cameraaccelerometer3rd person controller3rd person camera

Camera collision while using accelerometer

Hello I am very new to unity and coding and need someones help! I am currently making a 3rd person game with a ball and a floating head on top of the ball. The head rotates based on the direction that the ball is moving in. The camera follows the rotation of the head so then the camera is always facing the direction that the ball is rolling in. The issue that I have is the camera will go through walls and i do not want this to happen. I need some sort of camera collision script but I have not been able to find on anywhere that uses the accelerometer. If someone could please help me figure this out that would be great! I think I need a ray cast script on the camera but I am not 100% sure. Thanks!

Ball Roll script: {

 public float moveSpeed = 10;
 public bool isFlat = true;

 private Quaternion localRotation; // 
 public float speed = 1.0f; // ajustable speed from Inspector in Unity editor

 // Use this for initialization
 void Start()
 {
     // copy the rotation of the object itself into a buffer
     localRotation = transform.rotation;
 }


 void Update() // runs 60 fps or so
 {
     // find speed based on delta
     float curSpeed = Time.deltaTime * speed;
     // first update the current rotation angles with input from acceleration axis
     localRotation.y += Input.acceleration.x * curSpeed;
     
     // then rotate this object accordingly to the new angle
     transform.rotation = localRotation;

     Vector3 tilt = Input.acceleration;
     if (isFlat)
         transform.Translate(0,0,-Input.acceleration.z);

 }


}

Head rotate script: { public Transform ballObject; public float distance = 0.1f; // min distance to refresh view direction

 Vector3 lastPos;
 Vector3 viewDir;

 void Start()
 {
 // ensure forward direction at start
 lastPos = ballObject.transform.position - transform.forward * distance;
 }

 void Update()
 {
 Vector3 ballPos = ballObject.transform.position;
 Vector3 newDir = ballPos - lastPos;  // direction from last position
 newDir.y = 0;    // keep the camera on horizontal plane
 if (newDir.magnitude > distance)
 {  // only recalculate after min distance
     viewDir = newDir;
     lastPos = ballPos;
 }
 transform.position = ballPos;
 transform.forward = Vector3.Slerp(transform.forward, viewDir.normalized, Time.deltaTime);
 }

} Camera follow head script: {

 [SerializeField]
 private Transform target;

 [SerializeField]
 private Vector3 offsetPosition;

 [SerializeField]
 private Space offsetPositionSpace = Space.Self;

 [SerializeField]
 private bool lookAt = true;

 private void LateUpdate()
 {
     Refresh();
 }

 public void Refresh()
 {
     if (target == null)
     {
         Debug.LogWarning("Missing target ref !", this);

         return;
     }

     // compute position
     if (offsetPositionSpace == Space.Self)
     {
         transform.position = target.TransformPoint(offsetPosition);
     }
     else
     {
         transform.position = target.position + offsetPosition;
     }

     // compute rotation
     if (lookAt)
     {
         transform.LookAt(target);
     }
     else
     {
         transform.rotation = target.rotation;
     }
 }

}

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Answer by UnityCoach · Oct 01, 2018 at 01:41 PM

You want to use Cinemachine.

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avatar image hexagonius · Oct 01, 2018 at 06:03 PM 0
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does it really have collision avoidance?

avatar image UnityCoach hexagonius · Oct 01, 2018 at 07:41 PM 0
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Yup, volume confinement and collision avoidance.

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