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 Kito · Apr 06, 2011 at 08:43 AM · followtrailsmoothfollowtrain

Smooth tail followscript

Hi! We are making a train game and I want the first wagon to follow the train and the second wagon to follow the first etc..

The script is added as a component to the train (player) and have an array of segments where the first segment is the train it self. The position of the segments are based on the rotation of the previous segment so it saves all rotations in a list and makes the segments follow those rotations with a delay.

Unfortunately this method results in a very unsmooth behavior. Is there a good way to lerp angles or something like that?

This is how the script looks like:

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

public class Follow : MonoBehaviour { public Transform[] segments;

 private List<Quaternion> rotationHistory;
 private Vector3 pos = new Vector3();
 private float angleY, angleX;

 void Start () 
 {
     //Init a startvalue for the rotationHistory
     rotationHistory = new List<Quaternion>();
     rotationHistory.Add(transform.rotation);

     //Startvalue for the wagons based on the train
     angleY = (transform.rotation.eulerAngles.y  + 45 )* (Mathf.PI / 180);
     angleX = (transform.rotation.eulerAngles.x  + 45 )* (Mathf.PI / 180);
 }

 void Update()
 {
     //Add the current rotation in the list
     rotationHistory.Add(transform.rotation);
 }

 void LateUpdate () 
 {
     //For through the segments (i = 0 r train,  i > 0 = wagons)
     for(int i = 1; i < segments.Length; i++)
     {
         try
         {
             //Put the angles to previous angles
             angleY = (rotationHistory[rotationHistory.Count - (2 * i)].eulerAngles.y  + 45 )* (Mathf.PI / 180);
             angleX = (rotationHistory[rotationHistory.Count - (2 * i)].eulerAngles.x  + 45 )* (Mathf.PI / 180);
         }
         catch
         {
             //If no previous angles exists use the current ones
             angleY = (rotationHistory[rotationHistory.Count - 1].eulerAngles.y  + 45 )* (Mathf.PI / 180);
             angleX = (rotationHistory[rotationHistory.Count - 1].eulerAngles.x  + 45 )* (Mathf.PI / 180);
         }

         //Calculate a position based on the rotation
         pos.x = Mathf.Cos(angleY)  - Mathf.Sin(angleY);
         pos.y = (Mathf.Sin(angleX) - Mathf.Cos(angleX));
         pos.z = -(Mathf.Sin(angleY) + Mathf.Cos(angleY));
         pos *= i * 1.1f;

         //Apply the position
         segments[i].position = pos;
         //Rotate the segment towards the previous segment
         segments[i].rotation = Quaternion.LookRotation(segments[i - 1].position - segments[i].position);
     }
 }

}

Comment
Add comment · Show 1
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 FLASHDENMARK · Apr 06, 2011 at 11:43 AM 0
Share

Cant you use the build in script called Smoothfollow?

0 Replies

· Add your reply
  • Sort: 

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

No one has followed this question yet.

Related Questions

The name 'Joystick' does not denote a valid type ('not found') 2 Answers

Camera follow help? 1 Answer

Ideas for getting SmoothFollow camera to follow right behind? 0 Answers

C# Online help 1 Answer

Enemy Follow Script Help 2 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