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Question by IgorUnity3D · May 10, 2016 at 06:04 AM · transformarray2d gamepositionvector

Unity3D - Playback object array of position (with dynamic velocity)

We own two objects in the scene. One follows the mouse position on the screen, and the object 2 in turn follows the route object 1 did. We are storing the positions covered by the object 1 and causing the object 2 play them.

Sample

When you run the game, an object follows the other quietly, reproducing the stored position ... but when one object's speed is changed (on mouse click increase velocity) the object 2 can not keep up, as this still following the positions already be cached in the array (including the calculations speed). Please, watch the shot video below:

YouTube: https://youtu.be/_HbP09A3cFA

 public class Play : MonoBehaviour
 {
 
     public Transform obj;
     private List<Recorder> recordList;
     private float velocity = 10.0f;
     private Transform clone;
 
     void Start()
     {
         recordList = new List<Recorder>();
         clone = obj;
     }
 
     void Update()
     {
 
         if (Input.GetMouseButton(0))
         {
             velocity = 20.0f;
         }
         else {
             velocity = 10.0f;
         }
 
         var dir = Input.mousePosition - Camera.main.WorldToScreenPoint(transform.position);
         var angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
         transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.AngleAxis(angle, Vector3.forward), 180 * Time.deltaTime);
         transform.position += transform.right * Time.deltaTime * velocity;
         Camera.main.transform.position = new Vector3(transform.position.x, transform.position.y, Camera.main.transform.position.z);
 
         recordList.Insert(0, new Recorder
         {
             Position = transform.position,
             Rotation = transform.rotation,
             Velocity = velocity
         });
 
         var x = 8;
         if (x < recordList.Count)
         {
             clone.position = recordList[x].Position;
             clone.rotation = recordList[x].Rotation;
             clone.position += clone.right * Time.deltaTime * velocity;
         }
 
         if (recordList.Count > x)
             recordList.RemoveRange(x, recordList.Count - x);
     }
 }
 
 public class Recorder
 {
     public Vector3 Position{get;set;}
     public Quaternion Rotation{get;set;}
     public float Velocity{get;set;}
 }


How can we play the positions stored always with the speed of the object 1?

Summary:

  • If the object 1 is slowly moving object 2 as well;

  • If the object 2 is running, the object 2 should do the route at a faster speed to always follow the object 1;

Thanks in advance.

1-unity.png (37.1 kB)
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