Reputation: 31
I'm having trouble with my Camera script. The Camera rotates around the player by using a pivot that's assigned as a child of the camera. This works with 2 arrows (I'm developing this game for mobiles, so they're touch arrows) that allow the camera to rotate left and right.
The problem is when the Camera goes behind a wall or a huge object and can't see anything. I looked for a solution and I see that many developers used the RaycastHit or something similar.
Here's my code, the goal is to get the Camera to go closer to the pivot when near a wall in order to avoid blocking the Camera view. Can anyone help me?
public Transform target1;
public Transform pivot;
protected ButtonLeft buttonLeft;
protected ButtonRight buttonRight;
public Vector3 offset;
public bool useOffsetValues;
public float rotateSpeed;
private void Start()
{
buttonLeft = FindObjectOfType<ButtonLeft>();
buttonRight = FindObjectOfType<ButtonRight>();
if (!useOffsetValues)
{
offset = target1.position - transform.position;
}
pivot.transform.position = target1.transform.position;
//pivot.transform.parent = target.transform;
//USE IF U WANT TO DISAPPEAR THE CURSOR
//Cursor.lockState = CursorLockMode.Locked;
//pivot.transform.parent = target.transform;
pivot.transform.parent = null;
// usa questa dopo la costruzione del livello1
//pivot.transform.position = target.transform.position;
}
private void Update()
{
pivot.transform.position = target1.transform.position;
if (buttonLeft.Pressed)
{
pivot.Rotate(0, -90 * Time.deltaTime, 0);
Debug.Log("rotate left");
}
if (buttonRight.Pressed)
{
pivot.Rotate(0, 90 * Time.deltaTime, 0);
Debug.Log("rotate left");
}
Ray ray = new Ray(pivot.transform.position, pivot.transform.position - transform.position);
RaycastHit hit;
/*float horizontal = Input.GetAxis("Mouse X") * rotateSpeed;
float horizontal = Input.GetAxis("Mouse X") * rotateSpeed;
pivot.Rotate(0, horizontal, 0);
pivot.Rotate(0, horizontal, 0);
Use this to make the camera rotate on Mouse Y axes*/
/*float vertical = Input.GetAxis("Mouse Y") * rotateSpeed;
target.Rotate(vertical, 0, 0); */
//move camera based on the current rotation of the target and the original offset
float desiredYAngle = pivot.eulerAngles.y;
//Use this float to set the x angle of player
float desiredXAngle = pivot.eulerAngles.x;
//Use this rotation only if you want to rotate on Y
//Quaternion rotation = Quaternion.Euler(0, desiredYAngle, 0);
//Use this if u want to rotate up&down on x axes
Quaternion rotation = Quaternion.Euler(desiredXAngle, desiredYAngle, 0);
transform.position = target1.position - (rotation * offset);
//transform.position = target.position - offset;
transform.LookAt(target1);
}
Upvotes: 1
Views: 792
Reputation: 467
Good approach is when you do raycast from pivot to camera, and, if some obstacle found, put camera on a ray, a bit closer to pivot, than hit point. Like this: (pseudocode, not tested):
Vector3 origin = pivot.transform.position;
Vector3 direction = transform.position - pivot.transform.position;
float maxCameraDistance = 10;
Ray ray = new Ray(origin, direction);
RaycastHit hit;
if (Physics.Raycast(ray, maxCameraDistance))
{
Vector3 offsetFromObstacle = -direction.normalized * 0.1f;
transform.position = hit.point + offsetFromObstacle;
}
Upvotes: 1