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Messages - Abhishekrazy

Pages: [1]
1
Playmaker Help / Re: Camera rotation and Player movement
« on: September 07, 2015, 11:53:09 PM »
I also want to add force to be added in camera facing direction.

2
Playmaker Help / Camera rotation and Player movement
« on: August 30, 2015, 12:11:43 AM »
How do i make this type of camera with playmaker.

Game Link

https://youtu.be/QQ3T8CikEVM

https://play.google.com/store/apps/details?id=com.ButterflyMOtions.runningballfree



Anybody expert here please help????

3
User Showcase / How do i convert this script in playmaker nodes
« on: August 24, 2015, 12:09:19 PM »
I only want to rotate my camera along the movable object with swipe rotation if this is possible please help me

I spend lot of time to make my camera rotate along the object but not succeed so finally i got this script.

i dont know what this script accully does.





var target : Transform;
 var distance = 2.0;
 
 var xSpeed = 180.0;
 var ySpeed = 90.0;
 
 var yMinLimit = 0.0;
 var yMaxLimit = 80;
 
 var speed : float = 0.14;
 
 private var x = 0.0;
 private var y = 0.0;
 
 @script AddComponentMenu("Camera-Control/Mouse Orbit")
 
 function Start () {
     var angles = transform.eulerAngles;
     x = angles.y;
     y = angles.x;
 
     // Make the rigid body not change rotation
        if (rigidbody)
         rigidbody.freezeRotation = true;
 }
 
 function LateUpdate () {
 
     if (target && Input.GetMouseButton(0)) {
         x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
         y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
         
          y = ClampAngle(y, yMinLimit, yMaxLimit);
                 
         var rotation = Quaternion.Euler(y, x, 0);
         var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
         
         transform.rotation = rotation;
         transform.position = position;
     }
     
     
 }
 
 static function ClampAngle (angle : float, min : float, max : float) {
     if (angle < -360)
         angle += 360;
     if (angle > 360)
         angle -= 360;
     return Mathf.Clamp (angle, min, max);
 }
 
 function Update () {
 
 transform.LookAt(target);
 
 transform.position -= transform.right * speed * Time.deltaTime;
 
 if (Input.GetMouseButton(0)) {
 transform.LookAt(target);
 transform.RotateAround(target.position, Vector3.up, Input.GetAxis("Mouse X")*speed);
 }
 
 }

Pages: [1]