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Add a wave to a Translate
Hi,
im new on unity, and on game programming. I'm trying to make a translate of a missile a little more than a simple transform.forward, im trying to add two waves on x and y axies.
here is the working code:
function Update () {
transform.Translate(Vector3.forward*60*Time.deltaTime);
}
here is the wrong code:
private var player:GameObject;
player=gameObject.Find("Player");
private var distanceToPlayer:float;
distanceToPlayer=Vector3.Distance(transform.position,player.transform.position);
private var numIteration:float;
numIteration=1;
private var waveHeight:float;
waveHeight=1;
private var ondex:float;
private var ondey:float;
function Update () {
var ondex=waveHeight*Mathf.Sin((transform.position.x/distanceToPlayer)*Mathf.PI*numIteration);
var ondey=waveHeight*Mathf.Sin((transform.position.y/distanceToPlayer)*Mathf.PI*numIteration);
transform.Translate(ondex,ondey,Vector3.forward*60*Time.deltaTime,Space.World);
}
Can you help me? Thx
Answer by malakief · Jul 22, 2011 at 02:35 PM
i forgot the error message: BCE0023: No appropriate version of 'UnityEngine.Transform.Translate' for the argument list '(float, float, UnityEngine.Vector3, null)' was found. i don't understand this error :(
Answer by drChengele · Jul 22, 2011 at 02:59 PM
The problem is you are passing the wrong argument in transform.Translate.
The third value in transform.Translate is an entire Vector3 instead of a float. Unity expects a single float value for the z coordinate of the translation, but you are giving it an entire vector so it doesn't know how to use it.
You should write:
var ondex=waveHeight*Mathf.Sin((transform.position.x/distanceToPlayer)*Mathf.PI*numIteration);
var ondey=waveHeight*Mathf.Sin((transform.position.y/distanceToPlayer)*Mathf.PI*numIteration);
transform.Translate(ondex,ondey,60*Time.deltaTime,Space.World); // we took out the Vector3.forward
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