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 goo-muffin · Jan 25, 2013 at 04:14 PM · cameramouseweaponlookbobbing

weapon bob when looking

Hi!

Until now I only found out how to create a weapon bobbing when moving... But is there a way to make the weapon bob when moving the camera? Like it is a bit too slow?

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 robertbu · Jan 25, 2013 at 06:18 PM 0
Share

I think you need to provide more information before you can get a usable answer.

2 Replies

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

Answer by goo-muffin · Jan 27, 2013 at 11:50 AM

 var MovementSpeed :float = 1;
 var MovementAmount :float = 1;
 var Gun :GameObject;
 var MovementX :float;
 var MovementY :float;
 var newGunPosition :Vector3;
 var DefaultPosition :Vector3;
 var newGunRotation :Quaternion;
 var DefaultRotation :Quaternion;
 
 function Start(){
     DefaultPosition = transform.localPosition;
     DefaultRotation = transform.rotation;
 }
 function Update(){
     MovementX = Input.GetAxis("Mouse X") * Time.deltaTime * MovementAmount;
     MovementY = Input.GetAxis("Mouse Y") * Time.deltaTime * MovementAmount;
     
     newGunPosition = new Vector3(DefaultPosition.x, DefaultPosition.y, DefaultPosition.z);
     newGunPosition.x = Mathf.Lerp(DefaultPosition.x, DefaultPosition.x + MovementX, MovementSpeed / 2);
     newGunPosition.y = Mathf.Lerp(DefaultPosition.y, DefaultPosition.y + MovementY, MovementSpeed / 2);
     
     newGunRotation = new Quaternion(DefaultRotation.x, DefaultRotation.y, DefaultRotation.z, 1);
     newGunRotation.z = Mathf.Lerp(DefaultRotation.z, DefaultRotation.z + MovementX, MovementSpeed);
     
     Gun.transform.localPosition = Vector3.Lerp(Gun.transform.localPosition, newGunPosition, MovementSpeed * Time.deltaTime);
     Gun.transform.localRotation = Quaternion.Lerp(Gun.transform.localRotation, newGunRotation, MovementSpeed * Time.deltaTime);
     if(Input.GetKeyDown("escape"))
         Application.Quit();
 }

Thank you I found it out on my own :D

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
avatar image
0

Answer by schaddem · Jan 26, 2013 at 10:33 AM

You could record the weapons last position and center position(which could also be modified by your walk bob). then you compare newposition with lastposition and base your offset off that. You limit your offset by some value so the weapon always stays within bounds. You move the weapon always towards the centerposition with xspeed, you could use .slerp or so to smoothen the movement.

hope that makes sense

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

11 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

Related Questions

how to find mouse look 1 Answer

Camera movement independent of player control 1 Answer

How to control a weapon through a single mouse movement? 2 Answers

Unity Android Movement Problem 0 Answers

How to resize camera view port without changing what is on screen 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