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 chef_seppel · Jun 22, 2015 at 03:43 PM · camerarendererfield of view

Trigger when something enters the Field of View of the Camera

Hi,

i want to trigger a script when an enemy enters the Field of View of a specific camera. The field of view of my player charcter. There are more cameras in the scene.

The only solution i found is to use a specific pyramid-like mesh und attach a mesh collider to it. (The mesh is the prop_cctvCam_collision from the Stealth Tutorial). That seems to work for now, but it feels clonky. Is there a better way to do something like this?

Thanks in advance

chef_seppel

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 Lahzar · Jun 26, 2015 at 09:48 PM 0
Share

Its very simple actually. Unity had a tutorial on this in the S$$anonymous$$lth Tutorial videoseries, regarding AI. You need to get the angle between the forward vector of your players camera and the enemy, and you can sortof check if the enemy is visible.

As you didn't mention that range or visibilty is a problem, the base code is very simple. Just call this whenever the enemy comes within range. Personally I used a spherecollider as a trigger as the range, and put this in my OnTriggerStay function:

 direction = enemy.transform.position - transform.position; //Get direction from player to enemy
             float angle = Vector3.Angle(direction, transform.forward); //Get the direction from player to 1 unit forwards and calculates the 3D angle of the two directions.
             float fov = camera.FieldOfView(); //Writing this from the back of my head. Something like that.
             if(angle < fov * 0.75F)    {
                 //*0.75f works precisely if your enemy is exactly .5 units wide. I dont know the proper mathematical calculations, sorry.
                     DoSomething();
                     return;
                 
             }

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Vice_Versa · Jun 22, 2015 at 04:41 PM

try using raycasts

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

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Visual area occupied by each object in field of view 0 Answers

GameObject invisible at certain camera angles 0 Answers

Camera field of view whilst sprinting. 2 Answers

Is there a shader in Unity that prevents transparent parts from overlapping? 1 Answer

How can I stop the drawcall of an object if it is not in view of the camera, without using occlusion culling? 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