function OnCollisionStart(collision : Collision)
{
if (collision.gameObject.name == "name")
{
Destroy(collision.gameObject);
}
Catagories
Animation
(1)
Camera
(1)
Camera Script
(2)
GUI
(2)
Lerpz
(1)
Moving Objects
(1)
Platform
(1)
Script
(1)
Sied Scrolling
(1)
Third Person
(1)
Unity
(1)
Monday, 3 October 2011
Monday, 16 May 2011
Creating Defender type Game in Unity - 001
For the end of year show ND1 students will create simple low poly models, which will be placed in a defender style game. The creation of the script and game structure has fallen to me (Thanks Neil!!) I will post my progress and script used here so you can use any elements and see the progress.
Tuesday, 1 March 2011
SmoothFollow
/*
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);
}
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);
}
Thursday, 3 February 2011
Simple Move Character
var speed : float = 3.0;
var rotateSpeed : float = 3.0;
function Update () {
var controller : CharacterController = GetComponent(CharacterController);
// Rotate around y - axis
transform.Rotate(0, Input.GetAxis ("Horizontal") * rotateSpeed, 0);
// Move forward / backward
var forward : Vector3 = transform.TransformDirection(Vector3.forward);
var curSpeed : float = speed * Input.GetAxis ("Vertical");
controller.SimpleMove(forward * curSpeed);
if (Input.GetAxis("Vertical") > 0.2)
animation.CrossFade ("WalkForward");
else
animation.CrossFade ("Idle2");
}
var rotateSpeed : float = 3.0;
function Update () {
var controller : CharacterController = GetComponent(CharacterController);
// Rotate around y - axis
transform.Rotate(0, Input.GetAxis ("Horizontal") * rotateSpeed, 0);
// Move forward / backward
var forward : Vector3 = transform.TransformDirection(Vector3.forward);
var curSpeed : float = speed * Input.GetAxis ("Vertical");
controller.SimpleMove(forward * curSpeed);
if (Input.GetAxis("Vertical") > 0.2)
animation.CrossFade ("WalkForward");
else
animation.CrossFade ("Idle2");
}
Camera Follow Script
Add this script to the Main Camera in your Unity Project:
var target : Transform;
var distance = 3.0;
var height = 3.0;
var damping = 5.0;
var smoothRotation = true;
var rotationDamping = 10.0;
function Update () {
var wantedPosition = target.TransformPoint(0, height, -distance);
transform.position = Vector3.Lerp (transform.position, wantedPosition, Time.deltaTime * damping);
if (smoothRotation) {
var wantedRotation = Quaternion.LookRotation(target.position - transform.position, target.up);
transform.rotation = Quaternion.Slerp (transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
}
else transform.LookAt (target, target.up);
}
NOW ADD COMMENTS TO SHOW WHAT EACH LINE DOES
var target : Transform;
var distance = 3.0;
var height = 3.0;
var damping = 5.0;
var smoothRotation = true;
var rotationDamping = 10.0;
function Update () {
var wantedPosition = target.TransformPoint(0, height, -distance);
transform.position = Vector3.Lerp (transform.position, wantedPosition, Time.deltaTime * damping);
if (smoothRotation) {
var wantedRotation = Quaternion.LookRotation(target.position - transform.position, target.up);
transform.rotation = Quaternion.Slerp (transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
}
else transform.LookAt (target, target.up);
}
NOW ADD COMMENTS TO SHOW WHAT EACH LINE DOES
Thursday, 20 January 2011
Thursday, 13 January 2011
Lesson 13/1/11: Example GUI Script
Example GUI Script:
var icon : Texture2D;
function OnGUI () {
// Make a background box
GUI.Box (Rect (Screen.width/2-150,Screen.height/2-75,300,200), "MAIN MENU");
GUI.Box (Rect (Screen.width/2-120,Screen.height/2-50,35,35), GUIContent(icon));
if (GUI.Button (Rect (Screen.width/2-80,Screen.height/2-50, 200, 35), "START GAME")) {
print ("Game Started");
}
GUI.Box (Rect (Screen.width/2-120,Screen.height/2-10,35,35), GUIContent(icon));
if (GUI.Button (Rect (Screen.width/2-80,Screen.height/2-10, 200, 35), "ACHIEVEMENTS")) {
print ("Achievements Started");
}
GUI.Box (Rect (Screen.width/2-120,Screen.height/2+30,35,35), GUIContent(icon));
if (GUI.Button (Rect (Screen.width/2-80,Screen.height/2+30, 200, 35), "SETTINGS")) {
print ("Settings Started");
}
GUI.Box (Rect (Screen.width/2-120,Screen.height/2+70,35,35), GUIContent(icon));
if (GUI.Button (Rect (Screen.width/2-80,Screen.height/2+70, 200, 35), "CREDITS")) {
print ("Credits Started");
}
}
var icon : Texture2D;
function OnGUI () {
// Make a background box
GUI.Box (Rect (Screen.width/2-150,Screen.height/2-75,300,200), "MAIN MENU");
GUI.Box (Rect (Screen.width/2-120,Screen.height/2-50,35,35), GUIContent(icon));
if (GUI.Button (Rect (Screen.width/2-80,Screen.height/2-50, 200, 35), "START GAME")) {
print ("Game Started");
}
GUI.Box (Rect (Screen.width/2-120,Screen.height/2-10,35,35), GUIContent(icon));
if (GUI.Button (Rect (Screen.width/2-80,Screen.height/2-10, 200, 35), "ACHIEVEMENTS")) {
print ("Achievements Started");
}
GUI.Box (Rect (Screen.width/2-120,Screen.height/2+30,35,35), GUIContent(icon));
if (GUI.Button (Rect (Screen.width/2-80,Screen.height/2+30, 200, 35), "SETTINGS")) {
print ("Settings Started");
}
GUI.Box (Rect (Screen.width/2-120,Screen.height/2+70,35,35), GUIContent(icon));
if (GUI.Button (Rect (Screen.width/2-80,Screen.height/2+70, 200, 35), "CREDITS")) {
print ("Credits Started");
}
}
Unity GUI
Making Controls with UnityGUI
UnityGUI controls make use of a special function called OnGUI(). The OnGUI() function gets called every frame as long as the containing script is enabled - just like the Update() function.
GUI controls themselves are very simple in structure.The script function looks like this...
function OnGUI () { GUI code goes here }
creating a simple button.
function OnGUI () {
// Make the first button. If it is pressed, run event
if (GUI.Button (Rect (20,40,80,20), "Click Me")) {
EVENT GOES HERE
}
}
How the code works...
GUI.Button
adds a button element
Rect (20,40,80,20)
The first two numbers are the x and y coordinates.
The second two are width and height.
"Click Me"
This is the text you want on your button.
*Note the if at the beginning makes it run a script when clicked.
useful GUI Link
http://www.cis.sojo-u.ac.jp/~izumi/Unity_Documentation_jp/
Documentation/Components/gui-Basics.html
Thursday, 6 January 2011
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