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Question by Damijah · Jun 23, 2020 at 02:31 PM · rotationrotation axis

Problem with fps touch look axis,Problem with look axis with touch field

I am having problems with fps touch look, when I run my project i can look around my axis, but when i move forward the rotate y axis grows and the camera spins in a wider circle. I need help with this please I have attached MouseLook, RigidbodyFirstPerson and FixedTouchfield script. MouseLook.cs:

 using System;
 using UnityEngine;
 using UnityStandardAssets.CrossPlatformInput;
 
 namespace UnityStandardAssets.Characters.FirstPerson
 {
     [Serializable]
     public class MouseLook
     {
         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;
 
         [HideInInspector]
         public Vector2 LookAxis;
 
         public void Init(Transform character, Transform camera)
         {
             m_CharacterTargetRot = character.localRotation;
             m_CameraTargetRot = camera.localRotation;
         }
 
 
         public void LookRotation(Transform character, Transform camera)
         {
             float yRot = LookAxis.x * XSensitivity;
             float xRot = LookAxis.y * 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;
             }
 
             UpdateCursorLock();
         }
 
         public void SetCursorLock(bool value)
         {
             lockCursor = value;
             if(!lockCursor)
             {//we force unlock the cursor if the user disable the cursor locking helper
                 Cursor.lockState = CursorLockMode.None;
                 Cursor.visible = true;
             }
         }
 
         public void UpdateCursorLock()
         {
             //if the user set "lockCursor" we check & properly lock the cursos
             if (lockCursor)
                 InternalLockUpdate();
         }
 
         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.Locked;
                 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;
         }
 
     }
 }

RigidBodyFirstPersonController.cs

 using System;
 using UnityEngine;
 using UnityStandardAssets.CrossPlatformInput;
 
 namespace UnityStandardAssets.Characters.FirstPerson
 {
     [RequireComponent(typeof (Rigidbody))]
     [RequireComponent(typeof (CapsuleCollider))]
     public class RigidbodyFirstPersonController : MonoBehaviour
     {
         [Serializable]
         public class MovementSettings
         {
             public float ForwardSpeed = 8.0f;   // Speed when walking forward
             public float BackwardSpeed = 4.0f;  // Speed when walking backwards
             public float StrafeSpeed = 4.0f;    // Speed when walking sideways
             public float RunMultiplier = 2.0f;   // Speed when sprinting
             public KeyCode RunKey = KeyCode.LeftShift;
             public float JumpForce = 30f;
             public AnimationCurve SlopeCurveModifier = new AnimationCurve(new Keyframe(-90.0f, 1.0f), new Keyframe(0.0f, 1.0f), new Keyframe(90.0f, 0.0f));
             [HideInInspector] public float CurrentTargetSpeed = 8f;
 
 #if !MOBILE_INPUT
             private bool m_Running;
 #endif
 
             public void UpdateDesiredTargetSpeed(Vector2 input)
             {
                 if (input == Vector2.zero) return;
                 if (input.x > 0 || input.x < 0)
                 {
                     //strafe
                     CurrentTargetSpeed = StrafeSpeed;
                 }
                 if (input.y < 0)
                 {
                     //backwards
                     CurrentTargetSpeed = BackwardSpeed;
                 }
                 if (input.y > 0)
                 {
                     //forwards
                     //handled last as if strafing and moving forward at the same time forwards speed should take precedence
                     CurrentTargetSpeed = ForwardSpeed;
                 }
 #if !MOBILE_INPUT
                 if (Input.GetKey(RunKey))
                 {
                     CurrentTargetSpeed *= RunMultiplier;
                     m_Running = true;
                 }
                 else
                 {
                     m_Running = false;
                 }
 #endif
             }
 
 #if !MOBILE_INPUT
             public bool Running
             {
                 get { return m_Running; }
             }
 #endif
         }
 
 
         [Serializable]
         public class AdvancedSettings
         {
             public float groundCheckDistance = 0.01f; // distance for checking if the controller is grounded ( 0.01f seems to work best for this )
             public float stickToGroundHelperDistance = 0.5f; // stops the character
             public float slowDownRate = 20f; // rate at which the controller comes to a stop when there is no input
             public bool airControl; // can the user control the direction that is being moved in the air
             [Tooltip("set it to 0.1 or more if you get stuck in wall")]
             public float shellOffset; //reduce the radius by that ratio to avoid getting stuck in wall (a value of 0.1f is nice)
         }
 
 
         public Camera cam;
         public MovementSettings movementSettings = new MovementSettings();
         public MouseLook mouseLook = new MouseLook();
         public AdvancedSettings advancedSettings = new AdvancedSettings();
 
 
         private Rigidbody m_RigidBody;
         private CapsuleCollider m_Capsule;
         private float m_YRotation;
         private Vector3 m_GroundContactNormal;
         private bool m_Jump, m_PreviouslyGrounded, m_Jumping, m_IsGrounded;
 
         [HideInInspector]
         public Vector2 RunAxis;
         public bool JumpAxis;
 
 
         public Vector3 Velocity
         {
             get { return m_RigidBody.velocity; }
         }
 
         public bool Grounded
         {
             get { return m_IsGrounded; }
         }
 
         public bool Jumping
         {
             get { return m_Jumping; }
         }
 
         public bool Running
         {
             get
             {
  #if !MOBILE_INPUT
                 return movementSettings.Running;
 #else
                 return false;
 #endif
             }
         }
 
 
         private void Start()
         {
             m_RigidBody = GetComponent<Rigidbody>();
             m_Capsule = GetComponent<CapsuleCollider>();
             mouseLook.Init (transform, cam.transform);
         }
 
 
         private void Update()
         {
             RotateView();
 
             if (JumpAxis && !m_Jump)
             {
                 m_Jump = true;
             }
         }
 
 
         private void FixedUpdate()
         {
             GroundCheck();
             Vector2 input = GetInput();
 
             if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && (advancedSettings.airControl || m_IsGrounded))
             {
                 // always move along the camera forward as it is the direction that it being aimed at
                 Vector3 desiredMove = cam.transform.forward*input.y + cam.transform.right*input.x;
                 desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized;
 
                 desiredMove.x = desiredMove.x*movementSettings.CurrentTargetSpeed;
                 desiredMove.z = desiredMove.z*movementSettings.CurrentTargetSpeed;
                 desiredMove.y = desiredMove.y*movementSettings.CurrentTargetSpeed;
                 if (m_RigidBody.velocity.sqrMagnitude <
                     (movementSettings.CurrentTargetSpeed*movementSettings.CurrentTargetSpeed))
                 {
                     m_RigidBody.AddForce(desiredMove*SlopeMultiplier(), ForceMode.Impulse);
                 }
             }
 
             if (m_IsGrounded)
             {
                 m_RigidBody.drag = 5f;
 
                 if (m_Jump)
                 {
                     m_RigidBody.drag = 0f;
                     m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z);
                     m_RigidBody.AddForce(new Vector3(0f, movementSettings.JumpForce, 0f), ForceMode.Impulse);
                     m_Jumping = true;
                 }
 
                 if (!m_Jumping && Mathf.Abs(input.x) < float.Epsilon && Mathf.Abs(input.y) < float.Epsilon && m_RigidBody.velocity.magnitude < 1f)
                 {
                     m_RigidBody.Sleep();
                 }
             }
             else
             {
                 m_RigidBody.drag = 0f;
                 if (m_PreviouslyGrounded && !m_Jumping)
                 {
                     StickToGroundHelper();
                 }
             }
             m_Jump = false;
         }
 
 
         private float SlopeMultiplier()
         {
             float angle = Vector3.Angle(m_GroundContactNormal, Vector3.up);
             return movementSettings.SlopeCurveModifier.Evaluate(angle);
         }
 
 
         private void StickToGroundHelper()
         {
             RaycastHit hitInfo;
             if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo,
                                    ((m_Capsule.height/2f) - m_Capsule.radius) +
                                    advancedSettings.stickToGroundHelperDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore))
             {
                 if (Mathf.Abs(Vector3.Angle(hitInfo.normal, Vector3.up)) < 85f)
                 {
                     m_RigidBody.velocity = Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal);
                 }
             }
         }
 
 
         private Vector2 GetInput()
         {
             
             Vector2 input = new Vector2
                 {
                     x = RunAxis.x,
                     y = RunAxis.y
                 };
             movementSettings.UpdateDesiredTargetSpeed(input);
             return input;
         }
 
 
         private void RotateView()
         {
             //avoids the mouse looking if the game is effectively paused
             if (Mathf.Abs(Time.timeScale) < float.Epsilon) return;
 
             // get the rotation before it's changed
             float oldYRotation = transform.eulerAngles.y;
 
             mouseLook.LookRotation (transform, cam.transform);
 
             if (m_IsGrounded || advancedSettings.airControl)
             {
                 // Rotate the rigidbody velocity to match the new direction that the character is looking
                 Quaternion velRotation = Quaternion.AngleAxis(transform.eulerAngles.y - oldYRotation, Vector3.up);
                 m_RigidBody.velocity = velRotation*m_RigidBody.velocity;
             }
         }
 
         /// sphere cast down just beyond the bottom of the capsule to see if the capsule is colliding round the bottom
         private void GroundCheck()
         {
             m_PreviouslyGrounded = m_IsGrounded;
             RaycastHit hitInfo;
             if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo,
                                    ((m_Capsule.height/2f) - m_Capsule.radius) + advancedSettings.groundCheckDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore))
             {
                 m_IsGrounded = true;
                 m_GroundContactNormal = hitInfo.normal;
             }
             else
             {
                 m_IsGrounded = false;
                 m_GroundContactNormal = Vector3.up;
             }
             if (!m_PreviouslyGrounded && m_IsGrounded && m_Jumping)
             {
                 m_Jumping = false;
             }
         }
     }
 }

FixedTouchField:

 using UnityEngine;
 using UnityEngine.EventSystems;
 
 public class FixedTouchField : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
 {
    // [HideInInspector]
     public Vector2 TouchDist;
     //[HideInInspector]
     public Vector2 PointerOld;
     //[HideInInspector]
     protected int PointerId;
     //[HideInInspector]
     public bool Pressed;
 
     // Use this for initialization
     void Start()
     {
 
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Pressed)
         {
             if (PointerId >= 0 && PointerId < Input.touches.Length)
             {
                 TouchDist = Input.touches[PointerId].position - PointerOld;
                 PointerOld = Input.touches[PointerId].position;
             }
             else
             {
                 TouchDist = new Vector2(Input.mousePosition.x, Input.mousePosition.y) - PointerOld;
                 PointerOld = Input.mousePosition;
             }
         }
         else
         {
             TouchDist = new Vector2();
         }
     }
 
     public void OnPointerDown(PointerEventData eventData)
     {
         Pressed = true;
         PointerId = eventData.pointerId;
         PointerOld = eventData.position;
     }
 
 
     public void OnPointerUp(PointerEventData eventData)
     {
         Pressed = false;
     }
 
 }

Thank You in advance

,I am having problems with fps touch look, when I run my project i can look around my axis, but when i move forward the rotate y axis grows and the camera spins in a wider circle. I need help with this please I have attached MouseLook, RigidbodyFirstPerson and FixedTouchfield script. MouseLook.cs:

 using System;
 using UnityEngine;
 using UnityStandardAssets.CrossPlatformInput;
 
 namespace UnityStandardAssets.Characters.FirstPerson
 {
     [Serializable]
     public class MouseLook
     {
         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;
 
         [HideInInspector]
         public Vector2 LookAxis;
 
         public void Init(Transform character, Transform camera)
         {
             m_CharacterTargetRot = character.localRotation;
             m_CameraTargetRot = camera.localRotation;
         }
 
 
         public void LookRotation(Transform character, Transform camera)
         {
             float yRot = LookAxis.x * XSensitivity;
             float xRot = LookAxis.y * 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;
             }
 
             UpdateCursorLock();
         }
 
         public void SetCursorLock(bool value)
         {
             lockCursor = value;
             if(!lockCursor)
             {//we force unlock the cursor if the user disable the cursor locking helper
                 Cursor.lockState = CursorLockMode.None;
                 Cursor.visible = true;
             }
         }
 
         public void UpdateCursorLock()
         {
             //if the user set "lockCursor" we check & properly lock the cursos
             if (lockCursor)
                 InternalLockUpdate();
         }
 
         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.Locked;
                 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;
         }
 
     }
 }

RigidBodyFirstPersonController.cs

 using System;
 using UnityEngine;
 using UnityStandardAssets.CrossPlatformInput;
 
 namespace UnityStandardAssets.Characters.FirstPerson
 {
     [RequireComponent(typeof (Rigidbody))]
     [RequireComponent(typeof (CapsuleCollider))]
     public class RigidbodyFirstPersonController : MonoBehaviour
     {
         [Serializable]
         public class MovementSettings
         {
             public float ForwardSpeed = 8.0f;   // Speed when walking forward
             public float BackwardSpeed = 4.0f;  // Speed when walking backwards
             public float StrafeSpeed = 4.0f;    // Speed when walking sideways
             public float RunMultiplier = 2.0f;   // Speed when sprinting
             public KeyCode RunKey = KeyCode.LeftShift;
             public float JumpForce = 30f;
             public AnimationCurve SlopeCurveModifier = new AnimationCurve(new Keyframe(-90.0f, 1.0f), new Keyframe(0.0f, 1.0f), new Keyframe(90.0f, 0.0f));
             [HideInInspector] public float CurrentTargetSpeed = 8f;
 
 #if !MOBILE_INPUT
             private bool m_Running;
 #endif
 
             public void UpdateDesiredTargetSpeed(Vector2 input)
             {
                 if (input == Vector2.zero) return;
                 if (input.x > 0 || input.x < 0)
                 {
                     //strafe
                     CurrentTargetSpeed = StrafeSpeed;
                 }
                 if (input.y < 0)
                 {
                     //backwards
                     CurrentTargetSpeed = BackwardSpeed;
                 }
                 if (input.y > 0)
                 {
                     //forwards
                     //handled last as if strafing and moving forward at the same time forwards speed should take precedence
                     CurrentTargetSpeed = ForwardSpeed;
                 }
 #if !MOBILE_INPUT
                 if (Input.GetKey(RunKey))
                 {
                     CurrentTargetSpeed *= RunMultiplier;
                     m_Running = true;
                 }
                 else
                 {
                     m_Running = false;
                 }
 #endif
             }
 
 #if !MOBILE_INPUT
             public bool Running
             {
                 get { return m_Running; }
             }
 #endif
         }
 
 
         [Serializable]
         public class AdvancedSettings
         {
             public float groundCheckDistance = 0.01f; // distance for checking if the controller is grounded ( 0.01f seems to work best for this )
             public float stickToGroundHelperDistance = 0.5f; // stops the character
             public float slowDownRate = 20f; // rate at which the controller comes to a stop when there is no input
             public bool airControl; // can the user control the direction that is being moved in the air
             [Tooltip("set it to 0.1 or more if you get stuck in wall")]
             public float shellOffset; //reduce the radius by that ratio to avoid getting stuck in wall (a value of 0.1f is nice)
         }
 
 
         public Camera cam;
         public MovementSettings movementSettings = new MovementSettings();
         public MouseLook mouseLook = new MouseLook();
         public AdvancedSettings advancedSettings = new AdvancedSettings();
 
 
         private Rigidbody m_RigidBody;
         private CapsuleCollider m_Capsule;
         private float m_YRotation;
         private Vector3 m_GroundContactNormal;
         private bool m_Jump, m_PreviouslyGrounded, m_Jumping, m_IsGrounded;
 
         [HideInInspector]
         public Vector2 RunAxis;
         public bool JumpAxis;
 
 
         public Vector3 Velocity
         {
             get { return m_RigidBody.velocity; }
         }
 
         public bool Grounded
         {
             get { return m_IsGrounded; }
         }
 
         public bool Jumping
         {
             get { return m_Jumping; }
         }
 
         public bool Running
         {
             get
             {
  #if !MOBILE_INPUT
                 return movementSettings.Running;
 #else
                 return false;
 #endif
             }
         }
 
 
         private void Start()
         {
             m_RigidBody = GetComponent<Rigidbody>();
             m_Capsule = GetComponent<CapsuleCollider>();
             mouseLook.Init (transform, cam.transform);
         }
 
 
         private void Update()
         {
             RotateView();
 
             if (JumpAxis && !m_Jump)
             {
                 m_Jump = true;
             }
         }
 
 
         private void FixedUpdate()
         {
             GroundCheck();
             Vector2 input = GetInput();
 
             if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && (advancedSettings.airControl || m_IsGrounded))
             {
                 // always move along the camera forward as it is the direction that it being aimed at
                 Vector3 desiredMove = cam.transform.forward*input.y + cam.transform.right*input.x;
                 desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized;
 
                 desiredMove.x = desiredMove.x*movementSettings.CurrentTargetSpeed;
                 desiredMove.z = desiredMove.z*movementSettings.CurrentTargetSpeed;
                 desiredMove.y = desiredMove.y*movementSettings.CurrentTargetSpeed;
                 if (m_RigidBody.velocity.sqrMagnitude <
                     (movementSettings.CurrentTargetSpeed*movementSettings.CurrentTargetSpeed))
                 {
                     m_RigidBody.AddForce(desiredMove*SlopeMultiplier(), ForceMode.Impulse);
                 }
             }
 
             if (m_IsGrounded)
             {
                 m_RigidBody.drag = 5f;
 
                 if (m_Jump)
                 {
                     m_RigidBody.drag = 0f;
                     m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z);
                     m_RigidBody.AddForce(new Vector3(0f, movementSettings.JumpForce, 0f), ForceMode.Impulse);
                     m_Jumping = true;
                 }
 
                 if (!m_Jumping && Mathf.Abs(input.x) < float.Epsilon && Mathf.Abs(input.y) < float.Epsilon && m_RigidBody.velocity.magnitude < 1f)
                 {
                     m_RigidBody.Sleep();
                 }
             }
             else
             {
                 m_RigidBody.drag = 0f;
                 if (m_PreviouslyGrounded && !m_Jumping)
                 {
                     StickToGroundHelper();
                 }
             }
             m_Jump = false;
         }
 
 
         private float SlopeMultiplier()
         {
             float angle = Vector3.Angle(m_GroundContactNormal, Vector3.up);
             return movementSettings.SlopeCurveModifier.Evaluate(angle);
         }
 
 
         private void StickToGroundHelper()
         {
             RaycastHit hitInfo;
             if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo,
                                    ((m_Capsule.height/2f) - m_Capsule.radius) +
                                    advancedSettings.stickToGroundHelperDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore))
             {
                 if (Mathf.Abs(Vector3.Angle(hitInfo.normal, Vector3.up)) < 85f)
                 {
                     m_RigidBody.velocity = Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal);
                 }
             }
         }
 
 
         private Vector2 GetInput()
         {
             
             Vector2 input = new Vector2
                 {
                     x = RunAxis.x,
                     y = RunAxis.y
                 };
             movementSettings.UpdateDesiredTargetSpeed(input);
             return input;
         }
 
 
         private void RotateView()
         {
             //avoids the mouse looking if the game is effectively paused
             if (Mathf.Abs(Time.timeScale) < float.Epsilon) return;
 
             // get the rotation before it's changed
             float oldYRotation = transform.eulerAngles.y;
 
             mouseLook.LookRotation (transform, cam.transform);
 
             if (m_IsGrounded || advancedSettings.airControl)
             {
                 // Rotate the rigidbody velocity to match the new direction that the character is looking
                 Quaternion velRotation = Quaternion.AngleAxis(transform.eulerAngles.y - oldYRotation, Vector3.up);
                 m_RigidBody.velocity = velRotation*m_RigidBody.velocity;
             }
         }
 
         /// sphere cast down just beyond the bottom of the capsule to see if the capsule is colliding round the bottom
         private void GroundCheck()
         {
             m_PreviouslyGrounded = m_IsGrounded;
             RaycastHit hitInfo;
             if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo,
                                    ((m_Capsule.height/2f) - m_Capsule.radius) + advancedSettings.groundCheckDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore))
             {
                 m_IsGrounded = true;
                 m_GroundContactNormal = hitInfo.normal;
             }
             else
             {
                 m_IsGrounded = false;
                 m_GroundContactNormal = Vector3.up;
             }
             if (!m_PreviouslyGrounded && m_IsGrounded && m_Jumping)
             {
                 m_Jumping = false;
             }
         }
     }
 }

FixedTouchField:

 using UnityEngine;
 using UnityEngine.EventSystems;
 
 public class FixedTouchField : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
 {
    // [HideInInspector]
     public Vector2 TouchDist;
     //[HideInInspector]
     public Vector2 PointerOld;
     //[HideInInspector]
     protected int PointerId;
     //[HideInInspector]
     public bool Pressed;
 
     // Use this for initialization
     void Start()
     {
 
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Pressed)
         {
             if (PointerId >= 0 && PointerId < Input.touches.Length)
             {
                 TouchDist = Input.touches[PointerId].position - PointerOld;
                 PointerOld = Input.touches[PointerId].position;
             }
             else
             {
                 TouchDist = new Vector2(Input.mousePosition.x, Input.mousePosition.y) - PointerOld;
                 PointerOld = Input.mousePosition;
             }
         }
         else
         {
             TouchDist = new Vector2();
         }
     }
 
     public void OnPointerDown(PointerEventData eventData)
     {
         Pressed = true;
         PointerId = eventData.pointerId;
         PointerOld = eventData.position;
     }
 
 
     public void OnPointerUp(PointerEventData eventData)
     {
         Pressed = false;
     }
 
 }

Thank You in advance

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