I am trying to make a game for android, and in my game I want to have the camera move to the object the player is touching.
This is what the camera now shows. I want it to change directly above the lily pads when I touch them. For now, I’ve googled around and found a touch script that allows me to drag the camera around, which is not what I am looking for.
This feels like the correct thing, yet I am unsure what to write inside there.
I sat down and tried thinking how I would easily move the camera, but I am unsure of how to proceed further.
Arrghh! This is frustrating, but every small success feels so rewarding. The camera moves at touch, or moves from start if I change the code. But I have yet to move it to the clicked object! uhh
“transform.position = new Vector3 (-4, 2, -10);” does what I am hoping for, to a certain degree. It now jumps to position when clicked, but I am also trying to only make it jump to the lilypads. “&” or “&&” had a couple errors, and what’s located after getmousebutton does not work. (the oncollisionenter)
using UnityEngine;
using System.Collections;
public class TapToMove : MonoBehaviour {
//flag to check if the user has tapped / clicked.
//Set to true on click. Reset to false on reaching destination
private bool flag = false;
//destination point
private Vector3 endPoint;
//alter this to change the speed of the movement of player / gameobject
public float duration = 50.0f;
//vertical position of the gameobject
private float yAxis;
void Start(){
//save the y axis value of gameobject
yAxis = gameObject.transform.position.y;
}
// Update is called once per frame
void Update () {
//check if the screen is touched / clicked
if((Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) || (Input.GetMouseButtonDown(0)))
{
//declare a variable of RaycastHit struct
RaycastHit hit;
//Create a Ray on the tapped / clicked position
Ray ray;
//for unity editor
#if UNITY_EDITOR
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
//for touch device
#elif (UNITY_ANDROID || UNITY_IPHONE || UNITY_WP8)
ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position);
#endif
//Check if the ray hits any collider
if(Physics.Raycast(ray,out hit))
{
//set a flag to indicate to move the gameobject
flag = true;
//save the click / tap position
endPoint = hit.point;
//as we do not want to change the y axis value based on touch position, reset it to original y axis value
endPoint.y = yAxis;
Debug.Log(endPoint);
}
}
//check if the flag for movement is true and the current gameobject position is not same as the clicked / tapped position
if(flag && !Mathf.Approximately(gameObject.transform.position.magnitude, endPoint.magnitude)){ //&& !(V3Equal(transform.position, endPoint))){
//move the gameobject to the desired position
gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, endPoint, 1/(duration*(Vector3.Distance(gameObject.transform.position, endPoint))));
}
//set the movement indicator flag to false if the endPoint and current gameobject position are equal
else if(flag && Mathf.Approximately(gameObject.transform.position.magnitude, endPoint.magnitude)) {
flag = false;
Debug.Log("I am here");
}
}
}
This code came from here: Loading...
And is the closest I’ve got to an answer yet. However, it moves on X and Z axis and I have no idea why.