ui delay
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75263c9d1b
commit
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2 changed files with 31 additions and 57 deletions
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@ -4,36 +4,14 @@ 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 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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public Transform playerCamera;
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public float distanceFromPlayer = 2.0f;
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public float heightOffset = 0.0f;
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public float positionSmoothFactor = 0.2f; // Adjust for responsiveness
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public float rotationSmoothFactor = 0.2f;
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private Vector3 targetPosition;
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private Vector3 smoothedPosition;
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private Vector3 velocity = Vector3.zero;
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void Start()
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{
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@ -43,38 +21,34 @@ public class Followplayercam : MonoBehaviour
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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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smoothedPosition = GetTargetPosition();
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transform.position = smoothedPosition;
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transform.rotation = GetTargetRotation();
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}
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void Update()
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void LateUpdate()
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{
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if (playerCamera != null)
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{
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// Get the target position in world space
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targetPosition = GetTargetPosition();
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Vector3 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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// SmoothDamp for a natural feel
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smoothedPosition = Vector3.SmoothDamp(smoothedPosition, targetPosition, ref velocity, positionSmoothFactor);
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transform.position = smoothedPosition;
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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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// Exponential smoothing for rotation
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transform.rotation = Quaternion.Slerp(transform.rotation, GetTargetRotation(), 1 - Mathf.Exp(-rotationSmoothFactor * Time.deltaTime * 10));
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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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return playerCamera.position + playerCamera.forward * 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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return Quaternion.LookRotation(lookAtPoint - transform.position);
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}
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}
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@ -532,7 +532,7 @@ MonoBehaviour:
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m_FallbackScreenDPI: 96
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m_DefaultSpriteDPI: 96
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m_DynamicPixelsPerUnit: 1
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m_PresetInfoIsWorld: 1
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m_PresetInfoIsWorld: 0
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--- !u!223 &222020873
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Canvas:
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m_ObjectHideFlags: 0
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@ -542,7 +542,7 @@ Canvas:
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m_GameObject: {fileID: 222020870}
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m_Enabled: 1
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serializedVersion: 3
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m_RenderMode: 2
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m_RenderMode: 1
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m_Camera: {fileID: 698240188}
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m_PlaneDistance: 100
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m_PixelPerfect: 0
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@ -565,7 +565,7 @@ RectTransform:
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m_GameObject: {fileID: 222020870}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 0, y: 0, z: 0}
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m_ConstrainProportionsScale: 0
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m_Children:
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- {fileID: 917135293}
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@ -573,9 +573,9 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 353, y: 243.5}
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m_SizeDelta: {x: 706, y: 487}
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m_Pivot: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0, y: 0}
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--- !u!114 &222020875
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -590,9 +590,9 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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playerCamera: {fileID: 698240182}
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distanceFromPlayer: 2
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heightOffset: -0.5
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followSpeed: 2
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rotationSpeed: 5
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heightOffset: -1
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positionSmoothFactor: 0.1
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rotationSmoothFactor: 0.1
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--- !u!1 &319734889
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GameObject:
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m_ObjectHideFlags: 0
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@ -707,8 +707,8 @@ MonoBehaviour:
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playerCamera: {fileID: 0}
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distanceFromPlayer: 2
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heightOffset: -0.5
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followSpeed: 2
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rotationSpeed: 5
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positionSmoothFactor: 0.1
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rotationSmoothFactor: 0.1
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--- !u!1001 &701711586
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PrefabInstance:
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m_ObjectHideFlags: 0
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@ -1753,7 +1753,7 @@ RectTransform:
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m_GameObject: {fileID: 917135292}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 2.903561, y: 2.903561, z: 2.903561}
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m_LocalScale: {x: 1.6460289, y: 1.6460289, z: 1.6460289}
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m_ConstrainProportionsScale: 0
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m_Children:
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- {fileID: 1701492195}
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@ -1762,7 +1762,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0.99988, y: 104}
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m_AnchoredPosition: {x: 0.9998495, y: 104}
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m_SizeDelta: {x: 160.4619, y: 44.0223}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &917135294
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