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 static_cast · Nov 22, 2014 at 11:32 PM · gunsway

Child object jumps back and forth every frame

So I'm assuming the problem is the fact that it's a childed object, but please correct me if I'm wrong. Here's my code:

         if(gun[curWeapon] != null)
             {
             //float x = Mathf.MoveTowards(gun[curWeapon].gunObject.transform.localEulerAngles.x, 180f +   (rotation.x - Camera.main.transform.eulerAngles.x), 0.8f) - 180f;
             float y = Mathf.MoveTowards(gun[curWeapon].gunObject.transform.localEulerAngles.y, 180f + (rotation.y - transform.localEulerAngles.y), 0.6f);
             float z = Mathf.MoveTowards(gun[curWeapon].gunObject.transform.localEulerAngles.z, 180f - ((rotation.y - transform.localEulerAngles.y)/2f), 0.6f);
             gun[curWeapon].gunObject.transform.localEulerAngles = new Vector3(0f, y, z);
 
             float a = Mathf.MoveTowards(gun[curWeapon].gunObject.transform.localPosition.x, 0f + (position.x - transform.localPosition.x), 0.1f);
             float c = Mathf.MoveTowards(gun[curWeapon].gunObject.transform.localPosition.z, 1f + (position.z - transform.localPosition.z), 0.1f);
             gun[curWeapon].gunObject.transform.localPosition = new Vector3(a, 0f, c);
             }
 
         position = transform.localPosition;
         rotation = new Vector3(Camera.main.transform.eulerAngles.x, transform.localEulerAngles.y, 0f);

I've made sure that gun[curWeapon].gunObject is not being affected by any other part of the script, it just jumps back and forth.

The script is an experimental gun sway and movement script.

Thanks in advance! ;)

Comment
Add comment · Show 1
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 static_cast · Nov 22, 2014 at 11:46 PM 0
Share

:( .......

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by static_cast · Nov 23, 2014 at 12:23 AM

Not exactly an answer to the original question, but I fixed it by having it do what I wanted it to do.

Instead of doing anything with float a and c, I did this:

gun[curWeapon].gunObject.transform.localPosition = Vector3.Lerp(gun[curWeapon].gunObject.transform.localPosition, new Vector3(0.2f, -0.3f, 0.6f) - rigidbody.velocity/100, 0.5f);

EDIT: Full code

         if(gun[curWeapon] != null)
             {
             y = Mathf.MoveTowards(y, 180f + (rotation.y - transform.localEulerAngles.y), 1f);
             z = Mathf.MoveTowards(z, 180f - (rotation.y - transform.localEulerAngles.y), 1f);
             gun[curWeapon].gunObject.transform.localEulerAngles = new Vector3(0f, y, z);
             gun[curWeapon].gunObject.transform.localPosition = Vector3.Lerp(gun[curWeapon].gunObject.transform.localPosition, new Vector3(0.2f, -0.3f, 0.6f) - rigidbody.velocity/100, 0.5f);
             }
 
         position = transform.localPosition.normalized;
         rotation = new Vector3(Camera.main.transform.eulerAngles.x, transform.localEulerAngles.y, 0f);

Comment
Add comment · 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

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

26 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

Related Questions

Gun Sway Script glitching 0 Answers

Problem with quaternion weapon sway 1 Answer

Gun sways way too much 0 Answers

Aim Down Sights and Weapon Sway not working unless animations are not assigned 0 Answers

How do i make my weapon sway? 2 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