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 Sir_Paddles · Feb 28, 2013 at 09:54 PM · charactercontrollerlookatcamera movement

Please help me finish my 3rd person rigid body controller!

Hello, I am an artist trying to cobble a game together with what little understanding I can attain of this language. I would like some advice on what steps I would take to modify the following script for two different uses.

 var target : Transform;
 var damping = 6.0;
 var smooth = true;
 
 @script AddComponentMenu("Camera-Control/Smooth Look At")
 
 function LateUpdate () {
     if (target) {
         if (smooth)
         {
             // Look at and dampen the rotation
             var rotation = Quaternion.LookRotation(target.position - transform.position);
             transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping);
         }
         else
         {
             // Just lookat
             transform.LookAt(target);
         }
     }
 }
 
 function Start () {
     // Make the rigid body not change rotation
        if (rigidbody)
         rigidbody.freezeRotation = true;
 }

First, what it does now: http://xaler.web44.net/test.html

What I'd like it to do is only rotate the character on the vertical (Y?) axis, and only rotate the character when the right mouse button is held down. This version of the code would be applied to the character and control motion.

The second version would be applied to the head, with constraints so that it doesn't break, like snapping back to front after the object leaves 180 degrees of sight. It would be active at all times unlike the first one.

Anyone with any advice on what steps I should take to achieve this, would be my hero, as with completing those goals I'll of finished piecing together a rigidbody character controller from a few simple scripts (they need some tuning, I'm bad at this).

Any feedback is appreciated, thank you!

Comment
Add comment
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

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

9 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Rotate character to the moving direction problems? 2 Answers

my char is facing downwards 1 Answer

(CharacterController's) transform.Lookat not working as expected 1 Answer

How can I move a character to a point in a straight line with CharacterController.Move while rotating him? 2 Answers

How to implement lock on with a camera that is not a child of the player object? 1 Answer


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