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Refining a 3d side scroller camera script

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Hey all, So the title is a bit vague, but let me go ahead and elaborate. First off I don't have much experience w/ code. I have used C++ in the past and am learning javascript atm. I know most basics of programming but struggle w/ finding a starting point and logic. I have finished a simple tutorial series on Digital Tutors that got me a decent understanding how how to script in Unity and I have created a simple movement script. What I am trying to do now is refine the camera to be more "smooth". I would like the camera to smoothly lead ahead of the character when moving in that direction (Though it doesn't have to be exactly as I described). A similar camera system that I found is in this link for the recently released game "Swapper". [url]http://www.youtube.com/watch?v=MHABt6fRo7U[/url] So enough of my rambling. I was hoping to get some hints or some possible ways that this effect could be done. I would very much like to figure the code out on my own. I will link my movement script below. [CODE] var speed : float = 6.0; var jumpSpeed : float = 6.0; var gravity : float = 12.0; //This variable is now inheriting the Vector3 info (X,Y,Z) and setting them to 0. private var moveDirection : Vector3 = Vector3.zero; function MoveAndJump() { var controller : CharacterController = GetComponent(CharacterController); if(controller.isGrounded) { //moveDirection is inheriting Vector3 info. This now sets the X and Z coords to receive the input set to "Horizontal" and "Vertical" moveDirection = Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); //Allows player Input moveDirection = transform.TransformDirection(moveDirection); //How to move moveDirection *= speed; //How fast to move if(Input.GetButton("Jump")) { moveDirection.y = jumpSpeed; } } //Apply gravity moveDirection.y -= gravity * Time.deltaTime; //This moves the controller controller.Move(moveDirection * Time.deltaTime); } function Update() { MoveAndJump(); } [/CODE] Thank you!

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