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 Jesus_Freak · Dec 05, 2010 at 10:37 PM · gravitymoveplanetsimulate

walking around a spheroid planet centered at the origin

how would i make my character walk around a planet like in super mario galaxy 1 or 2?

you know how when you play that game, when you walk around, you never fall off the sphere, you just keep walking around it, like if you were walking around a tiny planet? how would i do that?

i'm not really sure how to achieve this, but here are the script's i'm using for "flat" movement and jumping (and other things):

MoveAround script:

//shooting static var UseBetterBullet = false; var Timer : int = 0; //dying var ctrl : int = 100; static var dead = false;//1st time dying static var Dead = false;//2nd time dying private var Respawn = true;//first respawn static var money = 0; static var SCORE = 0; var constant = false; var cont = false; private var auto = false; private var movement : Vector3 = Vector3.zero; var seconds : int = 0; var minutes : int = 0; var hours : int = 0;

static var Player1 = true; var bullitPrefab : Transform; var respawn1 : Vector3; var respawn2 : Vector3;

var RespawnToHere : Vector3;

static var DSN = false;

//geting hit static var gotHit = false; static var IsPlayer = true;

//respawn function LateUpdate() { if(PlayerHeliPlayer.DoneFlying) { transform.position = RespawnToHere; PlayerHeliPlayer.DoneFlying = false; } if(Dead && !Respawn) { transform.position = respawn2; Dead = false; print("i respawned yet again!"); } if(dead && Respawn) {//where the player respawns transform.position = respawn1; dead = false; print("i respawned!"); } }

function OnTriggerEnter( hit : Collider ) { if(hit.gameObject.tag == "SuddenDeath1") { enemyFollow.MOVE1 = false; enemyFollow.MOVE2 = true; enemyFollow.MOVE3 = false; }

if(hit.gameObject.tag == "SuddenDeath2") { enemyFollow.MOVE1 = false; enemyFollow.MOVE2 = false; enemyFollow.MOVE3 = true; }

if(hit.gameObject.tag == "MoneyMaker") { money += 50; Destroy(hit.gameObject); print("I have " +money+ " Dollars!"); }

if(hit.gameObject.tag == "fallout3" && !Respawn) { Dead = true; HealthControl.LIVES -= 1; } if(hit.gameObject.tag == "fallout2") { Respawn = false; } //when the player falls off (this doesnt really work too good. ) if(hit.gameObject.tag == "fallout") { dead = true; //subtract life here HealthControl.LIVES -= 1; print("i fell off..."); }

//getting hit (this works) if(hit.gameObject.tag == "enemyProjectile") { gotHit = true; HealthControl.HITS += 1; Destroy(hit.gameObject); print("i got hit!"); } //manipulating weather if(hit.gameObject.tag == "weather") { ParticleEmitToggle.WCONTROL = true; print("Now i can control weather."); } //level select button controls if(hit.gameObject.tag == "Level2") { GUIshader.Level2 = true; print("hit level two"); }

if(hit.gameObject.tag == "Level3") { GUIshader.Level3 = true; print("hit level three"); }

if(hit.gameObject.tag == "Level4") { GUIshader.Level4 = true; print("hit level four"); }

if(hit.gameObject.tag == "Level5") { GUIshader.Level5 = true; print("hit level five"); }

if(hit.gameObject.tag == "WORK") { MovingPlatform4.work = true; } }

/// This script moves the character controller forward /// and sideways based on the arrow keys. /// It also jumps when pressing space. /// Make sure to attach a character controller to the same game object. /// It is recommended that you make only one call to Move or SimpleMove per frame.

function OnGUI() { GUI.Label(Rect(20,100, 400,30), "Time past: " +hours+":"+minutes+":"+seconds); }

var speed : float = 6.0; var jumpSpeed : float = 8.0; var gravity : float = 20.0; var Character : Transform; private var moveDirection = movement;

function Update() {

Timer++; if(Timer == ctrl) { seconds += 1; Timer = 0; } if(seconds == 60) { minutes += 1; seconds = 0; } if(minutes == 60) { hours += 1; minutes = 0; } if(hours == 25) { hours = 1; }

if(speed < 0) { speed = 0; } if(Input.GetKeyDown(KeyCode.LeftAlt)) { speed += 15; } if(Input.GetKeyDown(KeyCode.RightAlt)) { speed -= 15; } var controller : CharacterController = GetComponent(CharacterController); if (controller.isGrounded) { if(auto) { movement = transform.forward speed 20 Time.deltaTime; print("Automatic"); } else { movement = Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); movement = transform.TransformDirection(movement) speed; }

//jumping if (Input.GetButton ("Jump")) { movement.y = jumpSpeed; print("I'm jumping!");

} }

// Apply gravity // Move the controller controller.Move(movement * Time.deltaTime);

//main menu button if(Input.GetKeyDown("escape")) { Application.LoadLevel("Main Menu"); print("Main Menu Loading..."); }

//shooting

if(Input.GetKeyDown("f")) { if(Input.GetKey("left shift")) { auto = true; print("auto"); } if(Input.GetKey("right shift")) { auto = false; print("!auto"); } if(!UseBetterBullet && !constant) { var bullit = Instantiate(bullitPrefab, gameObject.Find("spawnPoint").transform.position, Quaternion.identity); bullit.tag = "wormProjectile"; //shoots it forward bullit.rigidbody.AddForce(transform.forward * 3500); } if(UseBetterBullet) { particleEmitter.emit = true; Invoke("DestroyEmitter",1);
} }
//prints your score print("Score: "+SCORE); //changes your score switch(SCORE) { case 10: Application.LoadLevel("Main Menu"); break; }

} function DestroyEmitter() { if(Time.time*1.5 > 7.5) particleEmitter.emit = false; }

 @script RequireComponent(CharacterController)

FPS Walker script:

var speed = 6.0; var jumpSpeed = 8.0; var gravity = 20.0;

private var moveDirection = Vector3.zero; private var grounded : boolean = false;

function FixedUpdate() { if (grounded) { // We are grounded, so recalculate movedirection directly from axes moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed;

     if (Input.GetButton ("Jump")) {
         moveDirection.y = jumpSpeed;
     }
 }

 // Apply gravity
 moveDirection.y -= gravity * Time.deltaTime;

 // Move the controller
 var controller : CharacterController = GetComponent(CharacterController);
 var flags = controller.Move(moveDirection * Time.deltaTime);
 grounded = (flags &amp; CollisionFlags.CollidedBelow) != 0;

}

@script RequireComponent(CharacterController)

FPFlyer script:

var speed = 6.0; var jumpSpeed = 8.0; var gravity = 20.0;

private var moveDirection = Vector3.zero; private var grounded : boolean = false;

function FixedUpdate() { my=moveDirection.y;

 moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
 moveDirection = transform.TransformDirection(moveDirection);

 if (grounded) {
     // We are grounded, so recalculate movedirection directly from axes
     moveDirection *= speed;

 } else {
     moveDirection *= speed+transform.position.y/5;

     moveDirection.y=my;     
 }

 if (Input.GetButton ("Jump")) {
     moveDirection.y = jumpSpeed;
 }

 // Apply gravity
 moveDirection.y -= gravity * Time.deltaTime;

 // Move the controller
 var controller : CharacterController = GetComponent(CharacterController);
 var flags = controller.Move(moveDirection * Time.deltaTime);
 grounded = (flags &amp; CollisionFlags.CollidedBelow) != 0;

}

@script RequireComponent(CharacterController) private var myWalker: FPSWalker=null;

var maxHeight: float=250;

function Start () { myWalker = gameObject.GetComponent(FPSWalker);
}

function Update () { if(Input.GetKey("delete")) { myWalker.gravity=-20; //myWalker.grounded=true; } else { myWalker.gravity=10;
}

 if (transform.position.y &gt; maxHeight) {
     myWalker.gravity = 20;  
 }


}

@script RequireComponent(FPSWalker)

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
â–¼
  • 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
2
Best Answer

Answer by Peter G · Dec 05, 2010 at 10:42 PM

You cannot use a characterController for a planet walker because it will not rotate with the game object.

For the solution, just search "Planet Walker" or "Spherical Gravity", this question has been asked several times before.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
â–¼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Jesus_Freak · Dec 05, 2010 at 11:09 PM 0
Share

thanks. i found a forum on the topic, exactly what i needed. the forum is http://forum.unity3d.com/threads/33987-Character-align-to-surface-normal

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

Moving object along its own axis 2 Answers

Click to move on a sphere (planetary gravity) 0 Answers

Finding "UP" while using planetary gravity? 0 Answers

Centric gravity issues... 1 Answer

planet gravity 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