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 Sujet du message: Unity 3D camera volante
UNREAD_POSTPosté: Sam Nov 19, 2011 4:17 pm 
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UNITY 3D camera volante


Voir cette page (c'est un script en C+)

http://forum.unity3d.com/threads/5633-F ... ala-UT2004)-Solution



nm8shun
Flying Object (ala UT2004) Solution
Posted: 09:26 PM 07-15-2007
Hi....

Thanks to all the helpful posts on my queries about this (special thanks to Targos, Eric5h5, and eloehfelm). I've used a bit of all of the suggestions to find a solution I'm happy with, so I thought I'd share it - in case someone needed the same.

Steps:
1) Define an Input Element called UpDown. Be sure to set the Negative and Positive button to your liking (I used r and e, and left shift and left ctrl.)
2) Create a Camera and an Empty Game Object.
3) Parent the Camera to the Empty Game Object.
4) Apply the prebuilt Mouse Look (Script) to the Empty Game Object.
5) Apply a Box Collider to the Game Object.
6) Build a new script called "Thruster"
7) The script I used is as follows:


Code:
using UnityEngine;
using System.Collections;


public class Thruster : MonoBehaviour {
   // declare the variables
   public float Speed = 9;
   public float Drag = 20;
   public float DragNoMovement = 50;
   const float  airDrag = 0F;

   void FixedUpdate () {
      // get the inputs
      float horizontal = Input.GetAxis ("Horizontal");
      float vertical = Input.GetAxis ("Vertical");
      float altitude = Input.GetAxis ("UpDown");

      // check to see if the user is moving
      bool userMoved = Mathf.Abs (horizontal) > 0.1F || Mathf.Abs (vertical) > 0.1F || Mathf.Abs (altitude) > 0.1F;

      // determine the force vector
              float x = horizontal * Speed;         
      float z = vertical * Speed;
      float y = altitude * Speed;
      rigidbody.AddRelativeForce (new Vector3 (x, y, z), ForceMode.VelocityChange);
     
      // apply the appropriate drag when moving
      if (userMoved)
         rigidbody.drag = Drag;
      else
         rigidbody.drag = DragNoMovement;
   }
   
   
   void Start () {
      if (rigidbody==null)
         gameObject.AddComponent ("Rigidbody");

      // don't let the physics engine rotate the character
      rigidbody.freezeRotation = true;
   }
}



peptoabysmal

Location
California
Posts
33
Posted: 06:48 PM 12-13-2007
@wadamw
Thank you for posting this script. I use it all the time.

I've added some functionality and thought I'd share.

You need to create the object as specified above and then attach this separate script to the camera. It gives you a roll function using (in my case: keys q and e, you might prefer different keys)

I originally called it "bank.js" for "banking" but decided "roll" was a more accurate term.


Code:
// needs to be attached to the camera and an input named "roll" must be set up
var speed = 100.0;
function Update(){
      var roll = Input.GetAxis("roll");
      transform.Rotate(0,0,-roll * Time.deltaTime * speed);
}


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