• 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 svl · May 01, 2012 at 01:13 PM · cameraturn

Camera stand still.

The camera is turn also as my character turn. Can the camera stand still. Like in a 2D platformer

this is my code

camera code:

/* This camera smoothes out rotation around the y-axis and height. Horizontal Distance to the target is always fixed.

There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves.

For every of those smoothed values we calculate the wanted value and the current value. Then we smooth it using the Lerp function. Then we apply the smoothed values to the transform's position. */

// The target we are following var target : Transform; // The distance in the x-z plane to the target var distance = 10.0; // the height we want the camera to be above the target var height = 5.0; // How much we var heightDamping = 2.0; var rotationDamping = 3.0;

// Place the script in the Camera-Control group in the component menu @script AddComponentMenu("Camera-Control/Smooth Follow")

function LateUpdate () { // Early out if we don't have a target if (!target) return;

 // Calculate the current rotation angles
 wantedRotationAngle = target.eulerAngles.y;
 wantedHeight = target.position.y + height;

 currentRotationAngle = transform.eulerAngles.y;
 currentHeight = transform.position.y;

 // Damp the rotation around the y-axis
 currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);

 // Damp the height
 currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);

 // Convert the angle into a rotation
 currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);

 // Set the position of the camera on the x-z plane to:
 // distance meters behind the target
 transform.position = target.position;
 transform.position -= currentRotation * Vector3.forward * distance;

 // Set the height of the camera
 transform.position.y = currentHeight;

 // Always look at the target
 transform.LookAt (target);

}

move code

pragma strict

ar movespeed = 1;

function Start () {

}

function Update () {

 if(Input.GetButton("k")){
 transform.position += Vector3(0,0.5,0);
 }
     

}

var speed = 6.0; var jumphoogte = 8.0; var gravity = 20.0;

private var moveDirection = Vector3.zero;

function FixedUpdate() { / character controller die automatisch voorkomt data je door dingen heen loopt of valt / var controller : CharacterController = GetComponent(CharacterController);

 /* als de controller gedetecteerd heeft dat je op de grond staat */
 if (controller.isGrounded) {

     /* (1)bereken richting waarin je aan het bewegen bent */
     moveDirection = Vector3(Input.GetAxis("Horizontal"), 0, 0);
     
     /* (2)maak beweging verder met de speed (in plaats van 1 stap,
        6 stappen) */
     moveDirection = moveDirection * speed;

     //(3)
     if (Input.GetButton ("Jump")) {
         /* als je op de jump knop gedrukt heb, zet ook beweging
            in the y richting (naar boven) */
         moveDirection.y = jumphoogte;
     }
 }
 //(4)
 /* beweeg telkens een beetje naar beneden voor de zwaartekracht. als je door
    de vloer zou vallen, dan stopt de character controller dat automatisch */
 moveDirection.y -= gravity * Time.deltaTime;

 //(5)
 /* zeg de character controller dat die zich moet bewegen in de berekende richting */
 controller.Move(moveDirection * Time.deltaTime);
 
 if(Input.GetButton("k")){
     transform.position += Vector3(0,0.5,0);
 }

}

turn code

pragma strict

function Start () {

}

function Update () { if (Input.GetButton("d")) { transform.eulerAngles = Vector3(0,-80,0); } if (Input.GetButton("a")) { transform.eulerAngles = Vector3(0,80,0); } }

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

0 Replies

· Add your reply
  • Sort: 

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

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Bank Camera Based On Rotation Delta 1 Answer

using left right keys to turn 1 Answer

How to make camera position relative to a specific target. 1 Answer

Make Camera in VR 0 Answers

Mouse look turn with rolling ball 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