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 RetepTrun · Feb 19, 2013 at 06:31 PM · rotatedirectionvectorthird-personstrafe

rotate smooth toward vector defined by controls

I am making a 3rd person shooter game. I cannot get the right effect for rotating the character model according to parent's direction of travel.

The system I have is a (standard assets) first person controller. As a child is the character model, which will rotate locally according to control inputs.

What I have now is the below but it is very jerky when turning and if you are strafing 90deg left then decide to go right, the model's direction does not change

 var directionVector = new Vector3(Input.GetAxis("Horizontal"), 
 0, Input.GetAxis("Vertical");
 model.transform.forward = directionVector;


I have also tried using the code from the angrybots PlayerAnimation script but it seems to be designed for top down games and causes crazy spinning.

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

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by aldonaletto · Feb 19, 2013 at 06:53 PM

Maybe another way to determine the direction could be more suitable for your case - like this (attach it to the model):

 private var lastPos: Vector3;
 
 function Start(){
   lastPos = transform.position; // initialize lastPos
 }
 
 function Update(){
   // calculate direction moved since last frame:
   var dir = transform.position - lastPos;
   dir.y = 0; // only the horizontal direction matters
   if (dir.magnitude > 0.05){ // if moved at least 5 cm (2 inches)...
     lastPos = transform.position; // update last position...
     transform.forward = dir.normalized; // and set its direction
   }
 }

If the rotation is too jerky, you can increase the min distance from 0.05 to 0.10, for instance, or smooth it out with a Lerp filter like this:

     ...
     transform.forward = Vector3.Lerp(transform.forward, dir.normalized, 5 * Time.deltaTime);
   }
 }

Comment
Add comment · Show 1 · Share
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
avatar image RetepTrun · Feb 19, 2013 at 07:13 PM 0
Share

This is good, thankyou very much for the swift answer.

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

10 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

Related Questions

How should I rotate a 2D unit vector by X degrees? 1 Answer

Clamp Vector direction to one axis 1 Answer

Rotate but keep direction 1 Answer

"normalize" a vector but conserve the "- sign" 2 Answers

Objects rotate but remain on the original axis... 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