Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
12 Jun 22 - 14 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 /
  • Help Room /
avatar image
0
Question by TheFuzzyketchup · Oct 26, 2015 at 06:45 PM · c#camerarotation

Roll a ball, treating where the camera is rotating as forward?

First thing I want to say is I'm pretty new to Unity, and programming in C#. With that in mind...

I've got a simple project set up where I can roll a ball, and rotate the camera around the ball, but I can't figure out how to make the ball think that the camera is facing forward. The only solution that's worked at all is

     Vector3 direction = MainCamera.transform.forward;
     direction.y = 0;
     direction.x = 0;
     direction.Normalize();
     player.transform.Translate(direction * Time.deltaTime * sensativityType, Space.World);

The problem here is that it moves the ball without an AddForce in the rigidbody being used.

Here is my code so far

Player Controller:

 public float speed;
 public Camera mainCamera;
 public GameObject player;
 public int jumpSpeed;

 private Vector3 movement;
 private Vector3 jumping;
 private Rigidbody rb;
 private float moveHorizontal;
 private float moveVertical;
 private float moveJump;

 void Start()
 {
     rb = GetComponent<Rigidbody>();
 }

 void FixedUpdate() //FixedUpdate is called before any physics are applied
 {
     moveHorizontal = Input.GetAxis("Horizontal");
     moveVertical = Input.GetAxis("Vertical");
     moveJump = Input.GetAxis("Jump");

     //Phone support code that isn't being accessed goes here

     movement = new Vector3(moveHorizontal, 0f, moveVertical);
     
     rb.AddForce(movement * speed);

     }

Camera Controller:

public GameObject player; public Rigidbody rb; public int sensativity; public int mobileSensativity; public float distance;

 private Quaternion q;
 private int sensativityType;
 private Vector3 offset;
 private Vector3 reset;
 private Quaternion defaultRotate;
 private Vector2 touchOrigin = -Vector2.one;
 private Vector2 touchEnd;
 public Camera MainCamera;

 // Use this for initialization
 void Start () {
     reset = new Vector3(0, 0.5f, 0);
     offset = (transform.position - player.transform.position).normalized * distance;
 }
 
 // LastUpdate is called once per frame after the main Update() function
 void LateUpdate () {
     
     if (Screen.currentResolution.width > Screen.currentResolution.height)
     {
         MainCamera.aspect = (Screen.currentResolution.width / Screen.currentResolution.height);
     } else
     {
         MainCamera.aspect = (Screen.currentResolution.height / Screen.currentResolution.width);
     }

     
     transform.position = player.transform.position + offset;

     if (player.transform.position.y <= -10)
     {
         rb.isKinematic = true;
         player.transform.position = reset;
         rb.isKinematic = false;
     }

     q = Quaternion.AngleAxis(Input.GetAxis("Mouse X") * sensativity, Vector3.up);

     offset = q * offset;

     sensativityType = sensativity;

     transform.position = player.transform.position + offset;
     transform.LookAt(player.transform.position);

     Vector3 direction = MainCamera.transform.forward;
     direction.y = 0;
     direction.x = 0;
     direction.Normalize();
     player.transform.Translate(direction * Time.deltaTime * sensativityType, Space.World);
 }
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

38 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 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 avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Camera Rotation Around Player 1 Answer

Hey all. Newbie here, please go easy on me. I recently started work on a simple player movement script. 0 Answers

how do i Limit camera rotation on Y-Axis 1 Answer

Quaternion Roation Mouse Script 0 Answers

How do I rotate the camera? 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