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 core velocity · Sep 02, 2013 at 01:52 AM · movementraycastspace

Have X & Z movement working in a space RTS...how about Y?

Hi all, fairly new to unity still figuring things out, have a lot to learn on the programming side.

Anyway what im trying to do is something similar to the old Homeworld games, but with waypoints. Ie you have a main mother ship click on it to select it, click where you want to move it in terms of X & Z axis then once you have clicked be able to set the Z value and then have the ship accelerate and then decelerate to that position.

Now the following script i found from the Unity Community wiki it is as follows.

 /* 
  * Esse Script movimenta o GameObject quando você clica ou
  * mantém o botão esquerdo do mouse apertado.
  * 
  * Para usá-lo, adicione esse script ao gameObject que você quer mover
  * seja o Player ou outro
  * 
  * Autor: Vinicius Rezendrix - Brasil
  * Data: 11/08/2012
  * 
  * This script moves the GameObeject when you
  * click or click and hold the LeftMouseButton
  * 
  * Simply attach it to the gameObject you wanna move (player or not)
  * 
  * Autor: Vinicius Rezendrix - Brazil
  * Data: 11/08/2012 
  *
  */
  
 using UnityEngine;
 using System.Collections;
  
 public class moveOnMouseClick : MonoBehaviour {
     private Transform myTransform;                // this transform
     private Vector3 destinationPosition;        // The destination Point
     private float destinationDistance;            // The distance between myTransform and destinationPosition
  
     public float moveSpeed;                        // The Speed the character will move
  
  
  
     void Start () {
         myTransform = transform;                            // sets myTransform to this GameObject.transform
         destinationPosition = myTransform.position;            // prevents myTransform reset
     }
  
     void Update () {
  
         // keep track of the distance between this gameObject and destinationPosition
         destinationDistance = Vector3.Distance(destinationPosition, myTransform.position);
  
         if(destinationDistance < .5f){        // To prevent shakin behavior when near destination
             moveSpeed = 0;
         }
         else if(destinationDistance > .5f){            // To Reset Speed to default
             moveSpeed = 3;
         }
  
  
         // Moves the Player if the Left Mouse Button was clicked
         if (Input.GetMouseButtonDown(0)&& GUIUtility.hotControl ==0) {
  
             Plane playerPlane = new Plane(Vector3.up, myTransform.position);
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             float hitdist = 0.0f;
  
             if (playerPlane.Raycast(ray, out hitdist)) {
                 Vector3 targetPoint = ray.GetPoint(hitdist);
                 destinationPosition = ray.GetPoint(hitdist);
                 Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
                 myTransform.rotation = targetRotation;
             }
         }
  
         // Moves the player if the mouse button is hold down
         else if (Input.GetMouseButton(0)&& GUIUtility.hotControl ==0) {
  
             Plane playerPlane = new Plane(Vector3.up, myTransform.position);
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             float hitdist = 0.0f;
  
             if (playerPlane.Raycast(ray, out hitdist)) {
                 Vector3 targetPoint = ray.GetPoint(hitdist);
                 destinationPosition = ray.GetPoint(hitdist);
                 Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
                 myTransform.rotation = targetRotation;
             }
         //    myTransform.position = Vector3.MoveTowards(myTransform.position, destinationPosition, moveSpeed * Time.deltaTime);
         }
  
         // To prevent code from running if not needed
         if(destinationDistance > .5f){
             myTransform.position = Vector3.MoveTowards(myTransform.position, destinationPosition, moveSpeed * Time.deltaTime);
         }
     }
 }


Now this works great for moving in the X & Z... and i think i roughly understand what its doing... (one issue is it rotates really quickly so i need to put something in for that, plus acceleration and deceleration.)

So my idea for adding what i need is to somehow turn the first ray check into just a pause of some sort and it gets the value of the x and z position, then create another plane from that position aligned to the y axis then you can move the mouse up and down and get the y value and move to that position in space...right?

So am i on the right track and any idea where i would start to do this?

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

16 People are following this question.

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

Related Questions

The name 'Joystick' does not denote a valid type ('not found') 2 Answers

Continuously rotate a gameobject on 1 axis perpendicularly to another gameobject's normal? 1 Answer

Get the position of the first finger that touched the collider? 1 Answer

Object Movement via Mouse Click? 3 Answers

Changing the landing and switch directions of standard assets TPC controller 0 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