I'm creating a Android game with Unity and I'm trying to make an object to follow my finger. This is the code I'm using.
for (int i = 0; i < Input.touchCount; i++)
{
RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.touches[i].position), Vector2.zero);
Vector3 touchPosition = Camera.main.ScreenToWorldPoint(Input.touches[i].position);
if (Input.GetTouch(i).phase == TouchPhase.Moved && hit.collider != null)
{
transform.position = new Vector2(touchPosition.x, touchPosition.y + sizeY);
}
}
I put the collider bellow the object and I added the size of the object to the Y, so it appears above my finger.
The problem is that if I move my finger slightly faster, I lose the object, that stays behind. Since the object lags behind, if I move my finger faster I end up out of the collider area and the object just stop moving.
The only way I found that works is to get rid of the Raycast thing and make the object follow the touch anywhere in the screen (I don't like that).
I just want to know if this is the best I can get from Unity and Android or if there a is way to make an object follow the finger in a one-by-one movement, with precision, without lag.
I'm testing on a Samsung Galaxy S8 just with the object and nothing else.
You are not alone with this issue. Unity's Input API is frame-rate based and may not keep with the speed of the touch movement on the screen. If you're working on something that requires fast response based on the touch on the screen, use the new Unity's InputSystem. This API is still in experimental mode.
Its Touchscreen class can be used to access the touch on the screen. Your current code should translate into something like below:
public int touchIndex = 0;
void Update()
{
Touchscreen touchscreen = UnityEngine.Experimental.Input.Touchscreen.current;
if (touchscreen.allTouchControls[touchIndex].ReadValue().phase != PointerPhase.None &&
touchscreen.allTouchControls[touchIndex].ReadValue().phase == PointerPhase.Moved)
{
Vector2 touchLocation = touchscreen.allTouchControls[touchIndex].ReadValue().position;
RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(touchLocation), Vector2.zero);
Vector3 touchPosition = Camera.main.ScreenToWorldPoint(touchLocation);
transform.position = new Vector2(touchPosition.x, touchPosition.y + sizeY);
}
}
Related
I'm making a 2D game in Unity3D for touch screen devices, and I'm trying to make something like "GetMouseButtonDown". Here is my code:
if (Input.touchCount > 0) {
foreach (Touch touch in Input.touches) {
Vector3 i = Camera.main.ScreenToWorldPoint (touch.position);
RaycastHit2D hit = Physics2D.Raycast (i, i);
if (hit.transform != null) {
string tag = hit.transform.gameObject.tag;
if (touch.phase == TouchPhase.Began) {
hit.transform.localScale = new Vector2(-transform.localScale.x, -transform.localScale.y);
}
}
}
}
I want the hited object to change scale. And I want it to be as it would be if I use "GetMouseButtonDown". However, as a result, I press on it, and its scale changes, but only once. I press again, and nothing happens. What should I do?
The problem is not related to the touch phases behaviour, you're implementing it well.
The problem is that you are setting your gameobject to the same scale each time you're touching it. To well your gameobject you must set the hit.transform.localScale like this:
hit.transform.localScale = new Vector2(-hit.transform.localScale.x, -hit.transform.localScale.y)
Note that you were setting x and y scale to transform.localScale,which is a constant value, each time you touch the gameobject.
Also note that with this sentence you're just fliping the scale each time you touch the gameobject. If you want to scale iteratively your gameobject so that it becomes smaller you have to do something like this:
float scaleFactor = -0.2f;
hit.transform.localScale += new Vector2(hit.transform.localScale.x*scaleFactor, hit.transform.localScale.y*scaleFactor);
I am trying to make the following camera panning js script, to work as it should, meaning panning the camera left and right. What I have accomplished till now, is to move camera only left and back to its starting position. I can't get it move left and right on a gui.button being clicked/touched.
Here is the js script:
#pragma strict
var target : GameObject;
var xpositionLeft = 10;
var xpositionRight = -10;
//var smooth : float = 5; // Don't know where should I put this var to make it pan smooth?
private static var isPanning = false;
function Update()
{
if(isPanning == true)
{
transform.position.x = target.transform.position.x;
transform.position.x = xpositionLeft;
}
else
{
transform.position.x = target.transform.position.x; // It only pan the camera left, not right!
transform.position.x = xpositionRight;
}
}
static function doPanning ()
{
isPanning = !isPanning;
}
Can someone give a clue on how to make this script work? I'm new to Unity and programming, so any help is more than welcomed.
Thank you all in advance for your time, and your answers.
There are several problems with your code. First, the lines transform.position.x = target.transform.position.x; don't have any effect, because you're immediately overwriting it in the next line. Your code basically only flips transform.position.x between -10 and 10.
Second, the behavior you expect doesn't match the logic in your code. You have only two states, isPanning true and false, but you need three states: pan left, pan right and do nothing.
// how far the camera should move witch each click
var xPositionOffset = 10;
// -1 = left, 0 = do dothing, 1 = right
var panDirection = 0;
function Update()
{
if (panDirection != 0) // pan left/right
{
transform.position.x = transform.position.x + (panDirection * xPositionOffset);
panDirection = 0;
}
}
Now you only need to set the variable panDirection to -1 or 1 if one your buttons is pressed and the camera will move farther to that side.
If you're having trouble with the vector arithmetic, have a look at the chapter 'Understanding Vector Arithmetic' from the Unity manual.
The above code will move the camera not very smooth, but it's easier to understand the basic concept this way. You can use the function Vector3.MoveTowards to get a smoother movement and the example showed in the linked reference should help you to implement it.
I am trying to move and object by touching it and dragging. I am testing it on my Samsung Galaxy SIII. I have used the following code. For some reason it moves faster than my finger. It should always be beneath my finger. What is wrong? (note: I haven't done the "move object only if you touch onto it" part, so right now it moves where ever I touch).
#pragma strict
var speed : float = 1;
function Start () {
}
function Update () {
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved) {
// Get movement of the finger since last frame
var touchDeltaPosition:Vector2 = Input.GetTouch(0).deltaPosition;
// Move object across XY plane
transform.position = Vector2.Lerp(transform.position,
touchDeltaPosition,
Time.deltaTime*speed);
}
}
this is what i use, it may be a better option for you, it is based on the camera, the reason that your Vector2.Lerp is not working correctly i think is because of your time variable in it you could refer to this Lerp and tweak your 't' variable until it is good for you, or you can try this, this is what i use, also i subtract from x and add to y so my finger isnt over the graphic, best of luck :)
#pragma strict
var speed : float = 1;
var distance : float = 5;
function Start () {
}
function Update () {
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved) {
// Get movement of the finger since last frame
var touchDeltaPosition:Vector2 = Input.GetTouch(0).deltaPosition;
var touchmove : Vector3 = Vector3(touchDeltaPosition.x, touchDeltaPosition.y, distance);
// Move object across XY plane
transform.position = Camera.main.ScreenToWorldPoint(touchmove);
}
}
I'm working on a simple platformer and I've been through a couple of collision systems before finally finding the solution that has thus far been as stable as I could hope for. That is until the player collides with a block whose CENTER position in the y axis equals 0. It's very wierd although I suspect it's only in the y axis because I check the x movement/collision first. I have no idea.
I do a simple AABB type collision check/response where I apply the x velocity first then if overlap, reposition player so that right player bound = left block bound bringing them out of overlap. I then go through the same with the y axis taking the player vertical direction to work out whether player has hit bottom side or top side of block. The only controls are jump as the player has an acceleration force in positive x hence the player will never travel left.
The problem is that the player moves off the blue dotted block but when it hits the red dotted one a collision is detected in the Y axis thus the player gets moved up out of overlap but then when the next frame executes the player's velocity in x is added as usual but a collision gets registered and it then positions the player to the left of the red block. The next frame detects a collision with the blue block and thus it positions the player on top of it as shown below.
The setup up below makes the player loop this sequence over
Info:
player.centerPosition = (2, 2)
player.width = 0.5f
player.height = 0.8f
blueBlock.centerPosition = (1, 1)
redBlock.centerPosition = (4, 0)
block.width = 3
block.height = 1
private void checkBlockCollision(float deltaTime) {
List<GameObject> colliders = grid.getPotentialColliders(player);
int len = colliders.size();
for (int axis=0;axis<2;axis++) { // 0 = X-axis, 1 = Y-axis
if (axis == 0) {
player.position.add(player.velocity.x*deltaTime, 0);
player.updateBounds();
} else {
player.position.add(0, player.velocity.y*deltaTime);
player.updateBounds();
}
for (int i=0;i<len;i++) { // Cycle through all blocks found in broad phase
GameObject collider = colliders.get(i);
if (OverlapTester.overlapRectangles(player.bounds, collider.bounds)) {
if (axis == 0) {
player.position.x = collider.position.x - (Player.PLAYER_WIDTH + collider.bounds.width)/2;
player.velocity.x = 0f;
Log.d("TAG", "Move player LEFT");
} else {
if (player.velocity.y > 0) {
player.position.y = collider.position.y - (Player.PLAYER_HEIGHT + collider.bounds.height)/2;
player.velocity.y = -player.velocity.y*0.333f;
Log.d("TAG", "Move player DOWN");
} else {
player.position.y = collider.position.y + (Player.PLAYER_HEIGHT + collider.bounds.height)/2;
player.velocity.y = 0;
player.state = Player.PLAYER_STATE_GROUNDED;
Log.d("TAG", "Move player UP");
}
}
}
} // end for loop colliders
} // end for loop axis
} // END METHOD
If anyone can shed some light on what the truck is going on here that would be amazing.
Thanks for reading and I can provide any further info or source to anyone interested.
Marios Kalogerou
SOLUTION:
I found a quick and dirty fix to the my problem. I just simply moved the player up an extra 0.001 units and this actually seperated the objects. Strange that since other blocks worked fine. Thanks again if you read through that and I hope my solution helps anyone with similar issues.
I have been trying to use a MouseJoint to move a piece wherever the user touches. But the piece, being affected by the joint, behaves strangely, never reaching the point. This is the code (x and y are already converted to 'physical' units):
MouseJointDef mj_def;
MouseJoint mj = null;
Body mj_gbody;
public void move(float x, float y)
{
if(mj == null)
{
BodyDef mgbd = new BodyDef();
mj_gbody = wrld.createBody(mgbd);
//
mj_def = new MouseJointDef();
mj_def.bodyA = mj_gbody;
mj_def.bodyB = body;
mj_def.collideConnected = true;
mj_def.maxForce = 20.0f * body.getMass();
//mj_def.target.set(x,y);
mj = (MouseJoint)wrld.createJoint(mj_def);
body.setAwake(true);
}
mj.setTarget(new Vector2(x, y));
}
I was looking for some way to establish the anchor point in the BodyB, as the 'strange behaviour' that I mentioned seems to make the body gravitate around the established point (an orbit twice the width of the object), as if the anchor point was outside of the body (hexagon shaped, btw). But I don't see any way of doing so in libgdx.
Does anybody know what I am doing wrong? Thank you in advance!
Well, MouseJoint was working properly, I just misunderstood how MouseJoint works.
As it is clearly seen in the Box2d testbed, MouseJoint is used for dragging after selecting an object. Therefore, the anchor is assigned in the first target.set.
As I wanted to move the center of the object to the place where the mouse was (or the user touched), a mj_def.target.set(body.getPosition().x + 2.0f, body.getPosition().y + 1.0f); (the object is 4.0f by 2.0f) in the initialization solved the problem. Also, it may be not the best Joint for my intentions (to move an specific object to one place in the screen).