Ball sticking to sidewalls in android unity 3d? - android

I try to run roll a ball game Unity 3d example in android device, The ball is sticking to the sidewalls and also ball is moving very slowly when the ball is in contact with sidewalls. Help me regarding this issue?
Here is my accelerometer code for ball moving
Screen.sleepTimeout = SleepTimeout.NeverSleep;
curAc = Vector3.Lerp(curAc, Input.acceleration-zeroAc, Time.deltaTime/smooth);
GetAxisV = Mathf.Clamp(curAc.y * sensV, -1, 2);
GetAxisH = Mathf.Clamp(curAc.x * sensH, -1, 2);
Vector3 movement = new Vector3 (GetAxisH, 0.0f, GetAxisV);
rigidbody.AddForce(movement * speedAc*2f);
Thanks In Advance

I had a similar problem when building a pinball game. I was not using accelerometer, but the ball behavior was the very same.
Just check out the physic material of yout objects. Ball, walls and either floor has to be checked. As I don't know exactly what kind of game you are building, I recommend you to try out every parameter.

Related

Moving object to touch position acting unexpectedly

Good evening, quick question.
Im developing a top-down 2D platformer game in Unity3D. Here is a picture of the game.
I have pretty much everything worked out on a desktop, but when attempting to set up the controls for mobile, I can't seem to get it to work the way it should. All I need is to get the player to move in the direction of wherever the user touches the screen. With the current code im using, the player just rotates in 4 directions, up, down, left and right. He also moves a little, but never goes far from his spawn point.
Please take a look at my revised code:
public Camera camera;
public float movespeed = 0;
// Use this for initialization
void Start () {
movespeed = 2.75F;
}
// Update is called once per frame
void Update () {
if (Input.touchCount > 0) {
// The screen has been touched so store the touch
Touch touch = Input.GetTouch(0);
if (touch.phase == TouchPhase.Stationary || touch.phase == TouchPhase.Moved) {
// If the finger is on the screen, move the object smoothly to the touch position
Vector3 touchPosition = camera.ScreenToWorldPoint(new Vector3(touch.position.x, touch.position.y, -13));
Quaternion rot = Quaternion.LookRotation(transform.position - touchPosition, Vector3.back);
transform.rotation = rot;
transform.eulerAngles = new Vector3 (0, 0, transform.eulerAngles.z);
rigidbody2D.angularVelocity = 0;
//float input = Input.GetAxis ("Vertical");
transform.position = Vector3.Lerp(transform.position, touchPosition, Time.deltaTime);
}
}
}
}
Any ideas on how I can get my player to move to the touched are of the screen? Any help would be much appreciated. Thanks in advance.
If I have understood correctly, you want your player game object to move towards the point on the screen that is being touched. I think it's probably best to describe the behavior of your code so that you can hopefully better understand what might be happening.
From the code posted, I can see one possible issue. Look again at this line:
Quaternion rot = Quaternion.LookRotation(transform.position - touchPosition, Vector3.back);
Here, you are asking Unity to calculate the unit quaternion that represents a rotation from the direction of Vector3.forward to the direction from of the player game object from the touch position. This probably isn't what you want. From the description of the problem, you want the game object to rotate to face the point on the screen being touched (rather than the opposite direction). You can either change the order of the subtraction operands or, preferably, use instead the Transform.LookAt method.
After this, you update the transform's rotation:
transform.rotation = rot;
That's fine, but note that you wouldn't need to do this when using Transform.LookAt.
You then set the transform's rotation again using in this line:
transform.eulerAngles = new Vector3 (0, 0, transform.eulerAngles.z);
I'm not entirely sure why you are doing this. If you only want one axis of rotation, you can use, for example:
transform.LookAt(new Vector3(touchPosition.x, touchPosition.y, transform.position.z))
This should rotate the player's transform around the z-axis to look in the direction of the point being touched.
Finally, you linearly interpolate the transform's position from its current position to the point being touched:
transform.position = Vector3.Lerp(transform.position, touchPosition, Time.deltaTime);
This isn't necessary. Instead, you should just move the player's transform forward. The player should be looking in the direction of the touched screen point. Hence, translating the player forward will move the player towards said screen point:
transform.position += transform.forward * speed * Time.deltaTime;
When the player is very close to the touched screen point it will overshoot and immediately rotate to look in the opposite direction. This will occur repeatedly. You should include some distance that specifies when the player is assumed to have reached the target point.

Unity2D Android Touch misbehaving

I am attempting to translate an object depending on the touch position of the user.
The problem with it is, when I test it out, the object disappears as soon as I drag my finger on my phone screen. I am not entirely sure what's going on with it?
If somebody can guide me that would be great :)
Thanks
This is the Code:
#pragma strict
function Update () {
for (var touch : Touch in Input.touches)
{
if (touch.phase == TouchPhase.Moved) {
transform.Translate(0, touch.position.y, 0);
}
}
}
The problem is that you're moving the object by touch.position.y. This isn't a point inworld, it's a point on the touch screen. What you'll want to do is probably Camera.main.ScreenToWorldPoint(touch.position).y which will give you the position inworld for wherever you've touched.
Of course, Translate takes a vector indicating distance, not final destination, so simply sticking the above in it still won't work as you're intending.
Instead maybe try this:
Vector3 EndPos = Camera.main.ScreenToWorldPoint(touch.position);
float speed = 1f;
transform.position = Vector3.Lerp(transform.position, EndPos, speed * Time.deltaTime);
which should move the object towards your finger while at the same time keeping its movements smooth looking.
You'll want to ask this question at Unity's dedicated Questions/Answers site: http://answers.unity3d.com/index.html
There are very few people that come to stackoverflow for Unity specific question, unless they relate to Android/iOS specific features.
As for the cause of your problem, touch.position.y is define in screen space (pixels) where as transform.Translate is expecting world units (meters). You can convert between the two using the Camera.ScreenToWorldPoint() method, then creating a vector out of the camera position and screen world point. With this vector you can then either intersect some geometry in the scene or simply use it as a point in front of the camera.
http://docs.unity3d.com/Documentation/ScriptReference/Camera.ScreenToWorldPoint.html

Attach Sprite on another Sprite ANDENGINE

I am working on andengine and i have two sprite one is plate and the other is an apple . My plate sprite move form point 1 to point 2 and my apple sprite is jumping up and down.
Now i want to make apple jump on plate. I tried it with attched child apple with plate but the apple not place on the plate. Apple place below the plate i used zindex but its not working.
Actually problem is to move apple and plate at the same time. Any help would be appriciated. I am stuck with that that why this is happening and what will be solution .Here is my code:
plateDisplay = new Sprite( 250, 300, this.plate, this.getVertexBufferObjectManager());
appleDisplay = new Sprite( 250, 140, this.apple, this.getVertexBufferObjectManager());
plateDisplay.registerEntityModifier(new LoopEntityModifier(new PathModifier(20, path, EaseLinear.getInstance())));
appleDisplay.registerEntityModifier(new LoopEntityModifier(new ParallelEntityModifier(new MoveYModifier(1, appleDisplay.getY(),
(appleDisplay.getY()+70), EaseBounceInOut.getInstance()))));
this.appleDisplay.setZIndex(1);
plateDisplay.setZIndex(0);
plateDisplay.attachChild(this.appleDisplay);
scene.attachChild(plateDisplay);
The issue you are having is that there are different coordinate systems for each object. The Plate sprite has its own X and Y in the scene coordinates. But when you add the apple to the plate object you are now using the plates local coordinates. So if the apple was on the scene's 50,50, when you add it to the plate, it will now be 50,50 as measured from the transform center point of the plate.
There are LocaltoScene and ScenetoLocal coordinate utilities in andengine to help you make this conversion. But underneath they are not super complex - they just add the transforms of all the nested sprites. Both utilites are part of the Sprite class, so you call them from the sprite in question. In your case probably
// Get the scene coordinates of the apple as an array.
float[] coodinates = [appleDisplay.getX(), appleDisplay.getY()];
// Convert the the scene coordinates of the apple to the local corrdinates of the plate.
float[] localCoordinates = plateDisplay.convertSceneToLocalCoordinates(coordinates);
// Attach and set position of apple
appleDisplay.setPosition(localCoordinates[0], localCoordintates[1]);
plateDisplay.attachChild(appleDisplay);

Translate between 'Touch Plane' and 'Game Plane'

I am trying to create a 2D game. Because I am using OpenGL ES I have to plot everything in 3D, but I just fix the z coordinate, which is fine. Now what I want to do is calculate the angle between two vectors (C = player center, P = point just above player, T = touch point) CP and CT so that I can make the player face that direction. I know how to get the angle between 2 vectors, but my problem is getting all the points to exist on the same plane (by translating the T).
I know that T exists on a plane where (0,0) is upper left and UP is actually DOWN (visually). I also know that C and P's UP is actually UP and that any their X and Y is on a completely 3 dimensional different plane to T. I need to get either C and P onto T's plane (which I have tried below) or get T onto C and P's plane. Can anyone help me? I am using the standard OpenGL projection model and I am 0,0,-4 zoomed out of the frustrum (I am looking directly at (0,0,0)). My 2D objects all sit on the plane (0,0,1);
private float getRotation(float touch_x, float touch_y)
{
//center_x = this.getWidth() / 2;
//center_y = this.getHeight() / 2;
float cx, cy, tx, ty, ux, uy;
cx = (player.x * _renderer.centerx);
cy = (player.y * -_renderer.centery);
ux = cx;
uy = cy+1.0f;
tx = (touch_x - _renderer.centerx);
ty = (touch_y - _renderer.centery);
Log.d(TAG, "center x: "+cx+"y:"+cy);
Log.d(TAG, "up x: "+ux+"y:"+uy);
Log.d(TAG, "touched x: "+tx+"y:"+ty);
float P12 = length(cx,cy,tx,ty);
float P13 = length(cx,cy,ux,uy);
float P23 = length(tx,ty,ux,uy);
return (float)Math.toDegrees(Math.acos((P12*P12 + P13*P13 - P23*P23)/2.0 * P12 * P13));
}
Basically I want to know if there is a way I can translate (tx, ty, -4) to (x, y, 1) using the standard view frustum.
I have tried some other things now. In my touch event I am trying to do this:
float[] coords = new float[4];
GLU.gluUnProject(touch_x, touch_y, -4.0f, renderer.model, 0, renderer.project, 0, renderer.view, 0, coords, 0);
Which is throwing an exception I am setting up the model, projection and view in the OnSurfaceChanged of the Renderer object:
GL11 gl11 = (GL11)gl;
model = new float[16];
project = new float[16];
int[] view = new int[4];
gl11.glGetFloatv(GL10.GL_MODELVIEW, model, 0);
gl11.glGetFloatv(GL10.GL_PROJECTION, project, 0);
gl11.glGetIntegerv(GL11.GL_VIEWPORT, view, 0);
I have several textbooks on openGL and after dusting one off I found that the term for what I want to do is called picking. Once I knew what I was asking, I found a lot of good web sites and references:
http://www.lighthouse3d.com/opengl/picking/
OpenGL ES (iPhone) Touch Picking
Coordinate Picking with OpenGL ES 2.0
Android OpenGL 3D picking
converting 2D mouse coordinates to 3D space in OpenGL ES
Coordinate Picking with OpenGL ES 2.0
Ray-picking in OpenGL ES 2.0
Android: GLES20: Called unimplemented OpenGL ES API
...
The list is almost innumerable. There are 700 ways to do this, and none of them worked for me. Ultimately I have decided to go back to basics and do a thorough OpenGL|ES learning stint, to which effect I have bought the book here: http://www.amazon.com/Graphics-Programming-Android-Programmer-ebook/dp/B0070D83W2/ref=sr_1_2?s=digital-text&ie=UTF8&qid=1362250733&sr=1-2&keywords=opengl+es+2.0+android
One thing I have already learnt is that I was most definitely using the wrong type of projection. I should not use full 3D for a 2D game. In order to do picking in a full 3D environment I would have to cast a ray from the screen point onto the surface of the 3D plane where the game was taking place. In addition to being a horrendous waste of resources (raycasting per click), there were other tell-tales. I would render my player with a circle encompassing her, and as I moved her, the circle would go off center of the player. This is due to the full 3D environment rendered on a 2D plane. It just will not produce a professional result. I need to use an orthographic projection.
I think you're trying to do too much all at once. I can understand each sentence of your question separately; but strung all together, it's very confusing.
For the exceptions, you probably need to pass identity matrices instead of zero matrices to get a basic 1-to-1 projection.
Then I'd suggest that you scale the y dimension by -1 so all the UPs and DOWNs match at least.
I hope this helps, because I'm not 100% sure what you're trying to do. Particularly, " translate (tx, ty, -4) to (x, y, 1) using the standard view frustum" doesn't make sense to me. You can translate with a translation matrix. You can clip to a view frustum, or project an object from the frustum to a plane (usually the view plane). But if all your Zs are constant, you can just discard them right? So, assuming x=tx and y=ty, then tz += 5?

Calibrating 3d Accelerometer for 2d Game

I am making a 2d game. The phone is held horizontally and a character moves up/down & left/right to avoid obstacles. The character is controlled by the accelerometer on the phone. Everything works fine if the player doesn't mind (0,0) (the point where the character stands still) being when the phone is held perfectly flat. In this scenario it's possible to just read the Y and X values directly and use them to control the character. The accelerometer values are between -10 and 10 (they get multiplied by an acceleration constant to decide the movement speed of the character), libgdx is the framework used.
The problem is that having (0,0) isn't very comfortable, so the idea is to calibrate it so that 0,0 will be set to the phones position at a specific point in time.
Which brings me to my question, how would I do this? I tried just reading the current X and Y values then subtracting it. The problem with that is that when the phone is held at a 90 degree angle then the X offset value is 10 (which is the max value) so it ends up becoming impossible to move because the value will never go over 10 (10-10 = 0). The Z axis has to come into play here somehow, I'm just not sure how.
Thanks for the help, I tried explaining as best as I can, I did try searching for the solution, but I don't even know what the proper term is for what I'm looking for.
An old question, but I am providing the answer here as I couldn't find a good answer for Android or LibGDX anywhere. The code below is based on a solution someone posted for iOS (sorry, I have lost the reference).
You can do this in three parts:
Capture a vector representing the neutral direction:
Vector3 tiltCalibration = new Vector3(
Gdx.input.getAccelerometerX(),
Gdx.input.getAccelerometerY(),
Gdx.input.getAccelerometerZ() );
Transform this vector into a rotation matrix:
public void initTiltControls( Vector3 tiltCalibration ) {
Vector3.tmp.set( 0, 0, 1 );
Vector3.tmp2.set( tiltCalibration ).nor();
Quaternion rotateQuaternion = new Quaternion().setFromCross( Vector3.tmp, Vector3.tmp2 );
Matrix4 m = new Matrix4( Vector3.Zero, rotateQuaternion, new Vector3( 1f, 1f, 1f ) );
this.calibrationMatrix = m.inv();
}
Whenever you need inputs from the accelerometer, first run them through the rotation matrix:
public void handleAccelerometerInputs( float x, float y, float z ) {
Vector3.tmp.set( x, y, z );
Vector3.tmp.mul( this.calibrationMatrix );
x = Vector3.tmp.x;
y = Vector3.tmp.y;
z = Vector3.tmp.z;
[use x, y and z here]
...
}
For a simple solution you can look at the methods:
Gdx.input.getAzimuth(), Gdx.input.getPitch(), Gdx.input.getRoll()
The downside is that those somehow use the internal compass to give your devices rotation compared to North/South/East/West. I did only test that very shortly so I'm not 100% sure about it though. Might be worth a look.
The more complex method involves some trigonometry, basically you have to calculate the angle the phone is held at from Gdx.input.getAccelerometerX/Y/Z(). Must be something like (for rotation along the longer side of the phone):
Math.atan(Gdx.input.getAccelerometerX() / Gdx.input.getAccelerometerZ());
For both approaches you then store the initial angle and subtract it later on again. You have to watch out for the ranges though, I think Math.atan(...) is within -Pi and Pi.
Hopefully that'll get you started somehow. You might search for "Accelerometer to pitch/roll/rotation" and similar, too.

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