• 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
2
Question by chearner · Jul 05, 2010 at 07:57 PM · transformdirectionradar

Radar script modification, translate x y when camera spins.

I'm using the radar script found at http://www.unifycommunity.com/wiki/index.php?title=Radar Works great for creating a HUD radar.

It works by showing objects around a central object, in my case the camera. What I need to do is translate the x y so when my camera spins around the objects that were behind me on the radar are now in front. My first guess was to use transform.TransformDirection somehow but it's a little unclear to me at the moment.

void drawBlip(GameObject go, Texture2D blipTexture) { if (_centerObject) { Vector3 centerPos = _centerObject.transform.position; Vector3 extPos = go.transform.position;

     float dist = Vector3.Distance(centerPos, extPos);

     float bX = centerPos.x - extPos.x;
     float bY = centerPos.z - extPos.z;

     bX = bX * radarZoom;
     bY = bY * radarZoom;

     if(dist <= (_radarWidth - 2) * 0.5 / radarZoom)
     {
         Rect clipRect = new Rect(_radarCenter.x - bX - 1.5f, _radarCenter.y + bY - 1.5f, 3, 3);
         GUI.DrawTexture(clipRect, blipTexture);
     }
 }

}

Comment
Add comment
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

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by Mike 3 · Jul 05, 2010 at 08:29 PM

By the looks of it just change:

Vector3 extPos = go.transform.position;

to:

Vector3 extPos = _centerObject.transform.InverseTransformPoint(go.transform.position);
Comment
Add comment · Show 1 · 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 chearner · Jul 06, 2010 at 02:46 AM 1
Share

That was 98% right, but I used InverseTransformDirection() and it worked perfectly. Thanks!

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.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

No one has followed this question yet.

Related Questions

How to calc new coordinates of an object based on rotation 1 Answer

Shoot second cell in 2d 0 Answers

Move transform not model? 2 Answers

InverseTransformDirection and TransformDirection 1 Answer

Opposite direction in Trigger Enter 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