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Problem with Bezier Path Creator and Third Person Camera
Bezier timed animation pathbezier path wideningUnity3D Third Person Controller and AnimationsDetect if third person camera touches cube unity3dHow to find the interval of a constant moviment in a bezier pathChaining a path of 3D bezier segmentsGetting consistent normals from a 3D cubic bezier pathRaycasting for a third person shooterWandering AI in unity C#Visual C# bezier drawing problems
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I have a really strange problem. I have downloaded a "Bezier Path Creator" https://assetstore.unity.com/packages/tools/utilities/b-zier-path-creator-136082 (code below):
using UnityEngine;
using System.Collections.Generic;
namespace PathCreation
public class PathCreator : MonoBehaviour
/// This class stores data for the path editor, and provides accessors to get the current vertex and bezier path.
/// Attach to a GameObject to create a new path editor.
public event System.Action pathUpdated;
[SerializeField, HideInInspector]
PathCreatorData editorData;
[SerializeField, HideInInspector]
bool initialized;
// Vertex path created from the current bezier path
public VertexPath path
get
if (!initialized)
InitializeEditorData(false);
return editorData.vertexPath;
// The bezier path created in the editor
public BezierPath bezierPath
get
if (!initialized)
InitializeEditorData(false);
return editorData.bezierPath;
set
if (!initialized)
InitializeEditorData(false);
editorData.bezierPath = value;
#region Internal methods
/// Used by the path editor to initialise some data
public void InitializeEditorData(bool in2DMode)
if (editorData == null)
editorData = new PathCreatorData();
editorData.bezierOrVertexPathModified -= OnPathUpdated;
editorData.bezierOrVertexPathModified += OnPathUpdated;
editorData.Initialize(transform.position, in2DMode);
initialized = true;
public PathCreatorData EditorData
get
return editorData;
void OnPathUpdated()
if (pathUpdated != null)
pathUpdated();
#endregion
So it worked really nice, and I liked it. I used it for my tram system. But after it I needed to create a third person camera and I wrote such a code:
using UnityEngine;
using System.Collections;
public class CameraRotateAround : MonoBehaviour
public Transform target;
public Vector3 offset;
public float sensitivity = 3;
public float limit = 80;
public float zoom = 0.25f;
public float zoomMax = 10;
public float zoomMin = 3;
private float X, Y;
void Start ()
limit = Mathf.Abs(limit);
if(limit > 90) limit = 90;
offset = new Vector3(offset.x, offset.y, -Mathf.Abs(zoomMax)/2);
transform.position = target.position + offset;
offset.z -= zoom + 3;
void Update ()
if(Input.GetAxis("Mouse ScrollWheel") > 0) offset.z += zoom;
else if(Input.GetAxis("Mouse ScrollWheel") < 0) offset.z -= zoom;
offset.z = Mathf.Clamp(offset.z, -Mathf.Abs(zoomMax), -Mathf.Abs(zoomMin));
X = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivity;
Y += Input.GetAxis("Mouse Y") * sensitivity;
Y = Mathf.Clamp (Y, -limit, 0);
transform.localEulerAngles = new Vector3(-Y, X, 0);
transform.position = transform.localRotation * offset + target.position;
And after it at first seconds of gameplay everything was nice, but that the camera started to fly away from the tram. I really don't have any idea what to do with it and why it is happening.
The video about flying camera away from the tram is there: https://youtu.be/BXHnvq8bpPM.
Thank you for the help.
c# unity3d bezier
add a comment |
I have a really strange problem. I have downloaded a "Bezier Path Creator" https://assetstore.unity.com/packages/tools/utilities/b-zier-path-creator-136082 (code below):
using UnityEngine;
using System.Collections.Generic;
namespace PathCreation
public class PathCreator : MonoBehaviour
/// This class stores data for the path editor, and provides accessors to get the current vertex and bezier path.
/// Attach to a GameObject to create a new path editor.
public event System.Action pathUpdated;
[SerializeField, HideInInspector]
PathCreatorData editorData;
[SerializeField, HideInInspector]
bool initialized;
// Vertex path created from the current bezier path
public VertexPath path
get
if (!initialized)
InitializeEditorData(false);
return editorData.vertexPath;
// The bezier path created in the editor
public BezierPath bezierPath
get
if (!initialized)
InitializeEditorData(false);
return editorData.bezierPath;
set
if (!initialized)
InitializeEditorData(false);
editorData.bezierPath = value;
#region Internal methods
/// Used by the path editor to initialise some data
public void InitializeEditorData(bool in2DMode)
if (editorData == null)
editorData = new PathCreatorData();
editorData.bezierOrVertexPathModified -= OnPathUpdated;
editorData.bezierOrVertexPathModified += OnPathUpdated;
editorData.Initialize(transform.position, in2DMode);
initialized = true;
public PathCreatorData EditorData
get
return editorData;
void OnPathUpdated()
if (pathUpdated != null)
pathUpdated();
#endregion
So it worked really nice, and I liked it. I used it for my tram system. But after it I needed to create a third person camera and I wrote such a code:
using UnityEngine;
using System.Collections;
public class CameraRotateAround : MonoBehaviour
public Transform target;
public Vector3 offset;
public float sensitivity = 3;
public float limit = 80;
public float zoom = 0.25f;
public float zoomMax = 10;
public float zoomMin = 3;
private float X, Y;
void Start ()
limit = Mathf.Abs(limit);
if(limit > 90) limit = 90;
offset = new Vector3(offset.x, offset.y, -Mathf.Abs(zoomMax)/2);
transform.position = target.position + offset;
offset.z -= zoom + 3;
void Update ()
if(Input.GetAxis("Mouse ScrollWheel") > 0) offset.z += zoom;
else if(Input.GetAxis("Mouse ScrollWheel") < 0) offset.z -= zoom;
offset.z = Mathf.Clamp(offset.z, -Mathf.Abs(zoomMax), -Mathf.Abs(zoomMin));
X = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivity;
Y += Input.GetAxis("Mouse Y") * sensitivity;
Y = Mathf.Clamp (Y, -limit, 0);
transform.localEulerAngles = new Vector3(-Y, X, 0);
transform.position = transform.localRotation * offset + target.position;
And after it at first seconds of gameplay everything was nice, but that the camera started to fly away from the tram. I really don't have any idea what to do with it and why it is happening.
The video about flying camera away from the tram is there: https://youtu.be/BXHnvq8bpPM.
Thank you for the help.
c# unity3d bezier
1
hmm seems like the position of the camera is parented to and object which is not bound to the rotation of the train. Just a guess if you let the train go around the track completely its back in the proper spot when it make a full lap correct?
– johnny 5
Mar 26 at 21:13
@johnny5 oh god, after the full lap camera it returning to a normal position. Also I tried to remove camera from tram, but then it started twitching and it's flying away from tram and it's not returning to normal position. Example: youtu.be/INJStzE2hew
– Глеб Буткевич
Mar 27 at 7:59
@ГлебБуткевич Did johnny's suggestion solve your problem? If not, would you mind updating your question?
– Dominik Mokriš
Apr 2 at 20:49
@DominikMokriš It didn't help me so much, I found the answer on my next question
– Глеб Буткевич
Apr 3 at 6:07
add a comment |
I have a really strange problem. I have downloaded a "Bezier Path Creator" https://assetstore.unity.com/packages/tools/utilities/b-zier-path-creator-136082 (code below):
using UnityEngine;
using System.Collections.Generic;
namespace PathCreation
public class PathCreator : MonoBehaviour
/// This class stores data for the path editor, and provides accessors to get the current vertex and bezier path.
/// Attach to a GameObject to create a new path editor.
public event System.Action pathUpdated;
[SerializeField, HideInInspector]
PathCreatorData editorData;
[SerializeField, HideInInspector]
bool initialized;
// Vertex path created from the current bezier path
public VertexPath path
get
if (!initialized)
InitializeEditorData(false);
return editorData.vertexPath;
// The bezier path created in the editor
public BezierPath bezierPath
get
if (!initialized)
InitializeEditorData(false);
return editorData.bezierPath;
set
if (!initialized)
InitializeEditorData(false);
editorData.bezierPath = value;
#region Internal methods
/// Used by the path editor to initialise some data
public void InitializeEditorData(bool in2DMode)
if (editorData == null)
editorData = new PathCreatorData();
editorData.bezierOrVertexPathModified -= OnPathUpdated;
editorData.bezierOrVertexPathModified += OnPathUpdated;
editorData.Initialize(transform.position, in2DMode);
initialized = true;
public PathCreatorData EditorData
get
return editorData;
void OnPathUpdated()
if (pathUpdated != null)
pathUpdated();
#endregion
So it worked really nice, and I liked it. I used it for my tram system. But after it I needed to create a third person camera and I wrote such a code:
using UnityEngine;
using System.Collections;
public class CameraRotateAround : MonoBehaviour
public Transform target;
public Vector3 offset;
public float sensitivity = 3;
public float limit = 80;
public float zoom = 0.25f;
public float zoomMax = 10;
public float zoomMin = 3;
private float X, Y;
void Start ()
limit = Mathf.Abs(limit);
if(limit > 90) limit = 90;
offset = new Vector3(offset.x, offset.y, -Mathf.Abs(zoomMax)/2);
transform.position = target.position + offset;
offset.z -= zoom + 3;
void Update ()
if(Input.GetAxis("Mouse ScrollWheel") > 0) offset.z += zoom;
else if(Input.GetAxis("Mouse ScrollWheel") < 0) offset.z -= zoom;
offset.z = Mathf.Clamp(offset.z, -Mathf.Abs(zoomMax), -Mathf.Abs(zoomMin));
X = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivity;
Y += Input.GetAxis("Mouse Y") * sensitivity;
Y = Mathf.Clamp (Y, -limit, 0);
transform.localEulerAngles = new Vector3(-Y, X, 0);
transform.position = transform.localRotation * offset + target.position;
And after it at first seconds of gameplay everything was nice, but that the camera started to fly away from the tram. I really don't have any idea what to do with it and why it is happening.
The video about flying camera away from the tram is there: https://youtu.be/BXHnvq8bpPM.
Thank you for the help.
c# unity3d bezier
I have a really strange problem. I have downloaded a "Bezier Path Creator" https://assetstore.unity.com/packages/tools/utilities/b-zier-path-creator-136082 (code below):
using UnityEngine;
using System.Collections.Generic;
namespace PathCreation
public class PathCreator : MonoBehaviour
/// This class stores data for the path editor, and provides accessors to get the current vertex and bezier path.
/// Attach to a GameObject to create a new path editor.
public event System.Action pathUpdated;
[SerializeField, HideInInspector]
PathCreatorData editorData;
[SerializeField, HideInInspector]
bool initialized;
// Vertex path created from the current bezier path
public VertexPath path
get
if (!initialized)
InitializeEditorData(false);
return editorData.vertexPath;
// The bezier path created in the editor
public BezierPath bezierPath
get
if (!initialized)
InitializeEditorData(false);
return editorData.bezierPath;
set
if (!initialized)
InitializeEditorData(false);
editorData.bezierPath = value;
#region Internal methods
/// Used by the path editor to initialise some data
public void InitializeEditorData(bool in2DMode)
if (editorData == null)
editorData = new PathCreatorData();
editorData.bezierOrVertexPathModified -= OnPathUpdated;
editorData.bezierOrVertexPathModified += OnPathUpdated;
editorData.Initialize(transform.position, in2DMode);
initialized = true;
public PathCreatorData EditorData
get
return editorData;
void OnPathUpdated()
if (pathUpdated != null)
pathUpdated();
#endregion
So it worked really nice, and I liked it. I used it for my tram system. But after it I needed to create a third person camera and I wrote such a code:
using UnityEngine;
using System.Collections;
public class CameraRotateAround : MonoBehaviour
public Transform target;
public Vector3 offset;
public float sensitivity = 3;
public float limit = 80;
public float zoom = 0.25f;
public float zoomMax = 10;
public float zoomMin = 3;
private float X, Y;
void Start ()
limit = Mathf.Abs(limit);
if(limit > 90) limit = 90;
offset = new Vector3(offset.x, offset.y, -Mathf.Abs(zoomMax)/2);
transform.position = target.position + offset;
offset.z -= zoom + 3;
void Update ()
if(Input.GetAxis("Mouse ScrollWheel") > 0) offset.z += zoom;
else if(Input.GetAxis("Mouse ScrollWheel") < 0) offset.z -= zoom;
offset.z = Mathf.Clamp(offset.z, -Mathf.Abs(zoomMax), -Mathf.Abs(zoomMin));
X = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivity;
Y += Input.GetAxis("Mouse Y") * sensitivity;
Y = Mathf.Clamp (Y, -limit, 0);
transform.localEulerAngles = new Vector3(-Y, X, 0);
transform.position = transform.localRotation * offset + target.position;
And after it at first seconds of gameplay everything was nice, but that the camera started to fly away from the tram. I really don't have any idea what to do with it and why it is happening.
The video about flying camera away from the tram is there: https://youtu.be/BXHnvq8bpPM.
Thank you for the help.
c# unity3d bezier
c# unity3d bezier
asked Mar 26 at 19:35
Глеб БуткевичГлеб Буткевич
628 bronze badges
628 bronze badges
1
hmm seems like the position of the camera is parented to and object which is not bound to the rotation of the train. Just a guess if you let the train go around the track completely its back in the proper spot when it make a full lap correct?
– johnny 5
Mar 26 at 21:13
@johnny5 oh god, after the full lap camera it returning to a normal position. Also I tried to remove camera from tram, but then it started twitching and it's flying away from tram and it's not returning to normal position. Example: youtu.be/INJStzE2hew
– Глеб Буткевич
Mar 27 at 7:59
@ГлебБуткевич Did johnny's suggestion solve your problem? If not, would you mind updating your question?
– Dominik Mokriš
Apr 2 at 20:49
@DominikMokriš It didn't help me so much, I found the answer on my next question
– Глеб Буткевич
Apr 3 at 6:07
add a comment |
1
hmm seems like the position of the camera is parented to and object which is not bound to the rotation of the train. Just a guess if you let the train go around the track completely its back in the proper spot when it make a full lap correct?
– johnny 5
Mar 26 at 21:13
@johnny5 oh god, after the full lap camera it returning to a normal position. Also I tried to remove camera from tram, but then it started twitching and it's flying away from tram and it's not returning to normal position. Example: youtu.be/INJStzE2hew
– Глеб Буткевич
Mar 27 at 7:59
@ГлебБуткевич Did johnny's suggestion solve your problem? If not, would you mind updating your question?
– Dominik Mokriš
Apr 2 at 20:49
@DominikMokriš It didn't help me so much, I found the answer on my next question
– Глеб Буткевич
Apr 3 at 6:07
1
1
hmm seems like the position of the camera is parented to and object which is not bound to the rotation of the train. Just a guess if you let the train go around the track completely its back in the proper spot when it make a full lap correct?
– johnny 5
Mar 26 at 21:13
hmm seems like the position of the camera is parented to and object which is not bound to the rotation of the train. Just a guess if you let the train go around the track completely its back in the proper spot when it make a full lap correct?
– johnny 5
Mar 26 at 21:13
@johnny5 oh god, after the full lap camera it returning to a normal position. Also I tried to remove camera from tram, but then it started twitching and it's flying away from tram and it's not returning to normal position. Example: youtu.be/INJStzE2hew
– Глеб Буткевич
Mar 27 at 7:59
@johnny5 oh god, after the full lap camera it returning to a normal position. Also I tried to remove camera from tram, but then it started twitching and it's flying away from tram and it's not returning to normal position. Example: youtu.be/INJStzE2hew
– Глеб Буткевич
Mar 27 at 7:59
@ГлебБуткевич Did johnny's suggestion solve your problem? If not, would you mind updating your question?
– Dominik Mokriš
Apr 2 at 20:49
@ГлебБуткевич Did johnny's suggestion solve your problem? If not, would you mind updating your question?
– Dominik Mokriš
Apr 2 at 20:49
@DominikMokriš It didn't help me so much, I found the answer on my next question
– Глеб Буткевич
Apr 3 at 6:07
@DominikMokriš It didn't help me so much, I found the answer on my next question
– Глеб Буткевич
Apr 3 at 6:07
add a comment |
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hmm seems like the position of the camera is parented to and object which is not bound to the rotation of the train. Just a guess if you let the train go around the track completely its back in the proper spot when it make a full lap correct?
– johnny 5
Mar 26 at 21:13
@johnny5 oh god, after the full lap camera it returning to a normal position. Also I tried to remove camera from tram, but then it started twitching and it's flying away from tram and it's not returning to normal position. Example: youtu.be/INJStzE2hew
– Глеб Буткевич
Mar 27 at 7:59
@ГлебБуткевич Did johnny's suggestion solve your problem? If not, would you mind updating your question?
– Dominik Mokriš
Apr 2 at 20:49
@DominikMokriš It didn't help me so much, I found the answer on my next question
– Глеб Буткевич
Apr 3 at 6:07