Catagories

Thursday, 13 January 2011

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

Proposed ND2 project:

3rd Person Game:-

Proposed elements of six week course
  • Character Modeling (Maya)
  • Character Rigging (Maya)
  • Character Animation (Maya)
  • Character Controller (Unity)
  • Camera Scripting (Unity)
  • Triggers (Unity)
  • Interfaces (Unity)
  • In Game Animations (Unity)
  • Pick ups (Unity)

Friday, 10 December 2010

Side Scrolling Camera

Script for simple side scrolling camera. Attach the script to your main camera.

var Target : Transform;

function Update () {
transform.position = Target.position + Vector3(0, 0, -3);

}

Tuesday, 7 December 2010

Animation in Unity

A tutorial video on how to animate in unity:

Useful Unity Links

Script reference
http://unity3d.com/support/documentation/ScriptReference/index.html


Video Tutorials
http://unity3d.com/support/documentation/video/

Unity User Manual
http://unity3d.com/support/documentation/Manual/index.html

Moving Rigid Body Objects

The following script will allow you to move objects set up as rigid bodys. Attach this script to your character, and any object which has the rigid body component added can me moved.

// this script pushes all rigidbodies that the character touches
var pushPower = 2.0;
var objectName;

function OnControllerColliderHit (hit : ControllerColliderHit) {
var body : Rigidbody = hit.collider.attachedRigidbody;
// no rigidbody
if (body == null || body.isKinematic)
return;

// We dont want to push objects below us
if (hit.moveDirection.y < -0.3)
return;

// Calculate push direction from move direction,
// we only push objects to the sides never up and down
var pushDir : Vector3 = Vector3 (hit.moveDirection.x, 0, hit.moveDirection.z);

// If you know how fast your character is trying to move,
// then you can also multiply the push velocity by that.

// Apply the push
body.velocity = pushDir * pushPower;

}

Setting up Lerpz

ADDING LERPZ TO YOUR LEVEL
Drag the Lerpz asset from your project folder into your Hierarchy folder.


SCRIPTING LERPZ
The scripts we will use to animate and move Lerpz around your level are already in the Project window. Drag the following scripts onto the Lerpz asset in the Hierarchy folder. Scripts > Player > ThirdPersonController and also Scripts > Player > ThirdPersonPlayerAnimation

Now we add the camera script to the MainCamera asset. To create a new script select the create drop down menu from the top of the project window, and select JavaScript. A new asset will appear in your Project window called NewBehaviourScript highlight this new script and then select edit in the Inspector window. Copy and paste the following script into the text editor:


/*
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;



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);
}


Save the script and then drag it onto the Main Camera asset in the hierachy window. Highlight the main camera asset and the drag the Lerpz asset onto the target section to set what the camera is going to follow.