ui delay in progress
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3 changed files with 119 additions and 28 deletions
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@ -4,16 +4,77 @@ using UnityEngine;
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public class Followplayercam : MonoBehaviour
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{
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public Transform playerCamera; // Assign the Main Camera (VR/XR Camera)
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// public Transform playerCamera; // Assign the Main Camera (VR/XR Camera)
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// public float positionSmoothTime = 0.3f; // Adjust to control the delay
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// public float rotationSmoothTime = 0.3f; // Adjust to control the rotation delay
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//
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// private Vector3 velocity = Vector3.zero;
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//
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// void Update()
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// {
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// if (playerCamera != null)
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// {
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// // Calculate the target position (a bit away from the player camera)
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// Vector3 targetPosition = playerCamera.position + playerCamera.forward * 2f; // Adjust distance as needed
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//
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// // Smoothly interpolate the position to create a delay
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// transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, positionSmoothTime);
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//
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// // Calculate the target rotation (look at the camera)
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// Quaternion targetRotation = Quaternion.LookRotation(playerCamera.position - transform.position);
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//
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// // Smoothly interpolate the rotation to create a delay
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// transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime / rotationSmoothTime);
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// }
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// }
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public Transform playerCamera; // Assign the XR Camera (Main Camera in XR Rig)
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public float distanceFromPlayer = 2.0f; // Distance in front of player
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public float heightOffset = 0.0f; // Adjust if needed
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public float followSpeed = 3.0f; // Speed of movement
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public float rotationSpeed = 5.0f; // Speed of rotation
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private Vector3 targetPosition;
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void Start()
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{
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if (playerCamera == null)
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{
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Debug.LogError("Player Camera is not assigned!");
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return;
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}
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// Set the initial position correctly
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targetPosition = GetTargetPosition();
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transform.position = targetPosition;
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transform.rotation = GetTargetRotation();
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}
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void Update()
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{
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if (playerCamera != null)
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{
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// Make the canvas face the player's camera
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transform.position = playerCamera.position + playerCamera.forward * 2f; // Adjust distance as needed
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transform.LookAt(playerCamera);
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transform.rotation = Quaternion.LookRotation(transform.position - playerCamera.position);
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// Get the target position in world space
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targetPosition = GetTargetPosition();
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// Move UI smoothly to the target position
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transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * followSpeed);
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// Rotate UI smoothly to face the player
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transform.rotation = Quaternion.Slerp(transform.rotation, GetTargetRotation(), Time.deltaTime * rotationSpeed);
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}
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}
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// Calculates world-space position (in front of player but stable)
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private Vector3 GetTargetPosition()
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{
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Vector3 forwardFlat = new Vector3(playerCamera.forward.x, 0, playerCamera.forward.z).normalized; // Keep level
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return playerCamera.position + forwardFlat * distanceFromPlayer + Vector3.up * heightOffset;
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}
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// Calculates rotation so UI faces the player
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private Quaternion GetTargetRotation()
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{
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Vector3 lookAtPoint = new Vector3(playerCamera.position.x, transform.position.y, playerCamera.position.z);
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return Quaternion.LookRotation(transform.position - lookAtPoint);
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}
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}
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