I am creating an online shooting game. How do i control my armature arm with mouse like other online games? So the gun will always shoot to the middle of the target. Previously, I successfully done that by seperating the arms and the arms armature and use game logic to set mouse actuator on it.But i just changed my rig to improve the movement . I tried the same method but it didn't work. Here is the file.  Really hope you can help me with it. Been struggling with this for the whole day.
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I've been researching this for weeks and only found bad results. I think its time for a good answer. I have a rocket launcher, so I can't "fake" the bullet. There is no way to fake a rocket. I need it to shoot from the front of the gun and fly to the center of the screen. Of course I could just make the weapon slanted to the center, but if you look at far targets, it will miss; and if you look at close targets it will also miss. Can I have an empty in the center of the screen that just collides with obstacles, and the gun just adds the projectile to make it always hit center? If that's the case, I would kindly ask for help on how to do that. If there is a better technique, please state it, it would help a lot!  -People said they are confused, let me explain more thoroughly.  I want to have a line in front of the camera that collides with obstacles(for example, and object with property "obstacle" set to 1), that is stopping at infinity, but there is will obviously always be an obstacle to hit, such as a roof if you look up(indoor). The empty will always track to the very end of the line, so if you aim somewhere close, the rocket will hit center of screen and hit the close object, and if you hit far, on the other hand, the rocket will fly to center of screen and hit the obstacle still. So you will basically always hit the center of the screen no matter what.
101123
Right now, when I spawn a shootable object, it goes like this:    Because I just set it's angle to this:  float aimAngle = (float) Math.atan2(velocity.y, velocity.x); bullet.setBodyAngle(aimAngle);   I want it to be like this:    I think I should use angular velocity or torque, but I have no idea how. I can't just set it's angle like in previous code every frame, because it makes physics collisions glitch.
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When I parent mesh to an armature (automatic weights), the mesh "jumps" forward a bit. If I select armature and switch to edit mode it "jumps" backward a bit.   Why is it happening and how can I fix it? I already applied location, rotation, and scale to the mesh and armature, but it didn't help.  Thank you in advance!
41762
Does anyone know a way to configure Windows 7 or use third party software to do this? I would like to click my middle mouse button and have it tell Windows to left click and hold until I click the middle mouse button again. A keyboard key would be fine as well.   Some games and apps have me holding down the left mouse button for a long time and I would like to reduce the stress on my mouse hand. Also, I would like to do a similar thing but have it repeatedly click the left mouse button automatically if possible.  If none of that is possible, how about temporalily setting a keyboard key to achieve a left mouse button emulation?
1345
I like the concept of hot corner actions but the trigger time for hot corner actions is too quick for me to make good use of them. I keep tripping my corner actions accidentally while reaching for objects in that general vicinity of the corner.  Is it possible to extend the trigger time for hot corner actions? So I have to hover in the corner for at least a second or two before the hot corner action triggers?
111812
Since the weapon is built in a planet, where it's aiming depends on the planet's rotation.    Say I wanted to destroy a planet that was above[*] me (I'm evil like that!), how would I manage that?    [*] e.g. a planet from a star system that is directly above the base's North pole
7249
So I asked  about Braid on PC/PS3 a while back, and one of the answers pointed me to the MotionInJoy drivers that allows PS3 controllers to be used on a PC. I've installed them properly and have used my DualShock 3 in a few games, but I can't figure out how to enable it when I'm playing Braid!   There doesn't seem to be any menu item to select an input type, which begs the question - is Braid not detecting my controller for some reason, or does Braid simply not allow you to use anything but the keyboard for input?
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I have an armature set up, but the bones aren't moving the mesh properly  The mesh and armature:    The vertex group of the bone I am going to move:    As you can see, the circled region doesn't belong to the vertex group. But, when I move the bone look what happens:    That part of the mesh has moved with the bone.. Why?
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I'm confused about these two methods in the Unity framework.  Both make the player object move, stop, change direction, etc.  When should one be used over the other and when is one appropriate?
45985
I am trying to select the cube that in the middle of the scene. How can I select it? All I see is a crosshair appearing everywhere I click. Is this a bug?
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I tried using the knife tool, which turned out to be a disaster since I have partially paralyzed hands.  I tried loop slide and whatever and it appeared to not do anything.  I tried subdivide and got something I think I can work with but there has to be an easier way.  Can anyone give me a hint or a link to a good basic tips tutorial or anything?
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Mouse acceleration seems to be on by default, and I can't find anywhere in the launcher settings or the in game settings to turn it off.  It's very annoying as it makes it feel as if the mouse is lagging. Is there any way to turn it off?
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I would like the mouse to have a custom look like most games and not just the default white.  Is there a way I can make an object as the mouse?
58338
So I lost my move tool. When I select anything, the standard little 3D move tool interface with all the arrows is no longer visible. I started to use 'G' to overcome that, but now that no longer works. I can move stuff around with G in the UV editor, but it is really rigid and snaps to a grid. I can't use G at all anymore to move things in 3D View though.  I don't know what I pressed, but I messed something up pretty good.  Thanks
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I play a lot of "Call of Duty", and can see tracers for gunfire, missiles, care packages falling from helicopters etc. There is a lot of activity. I am curious to know the algorithm one would use, at a high level, to manage all this action when you have 20 people on a map shooting each other to death.   touches on the subject, but doesn't ask for a more in-depth answer as to how you the developers go about calculating and transmitting movement and collision detection for projectiles, be it missles, bullets, or any other object that is flying through the air in real-time.  How are trajectories calculated and transmitted to other players, in multiplayer?
90284
I am very new to unity and my scripts are based on some scripts found on the web.   I want to make a first person view so the camera is attached to my rigidbodys head. Then i want to move my rigidbody based on keyboard input (wasd) and rotate it using the mouse movement.  Until now, i used the following code for moving my rigidbody:  void Update() {      /* calculate rigidbody movement */     movement = new Vector3( Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical")).normalized;      /* calculate mouse look to rotate the rigidbody*/     mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));     mouseDelta = Vector2.Scale(mouseDelta, new Vector2(sensitivity * smoothing, sensitivity * smoothing));     smoothV.x = Mathf.Lerp(smoothV.x, mouseDelta.x, 1f / smoothing);     smoothV.y = Mathf.Lerp(smoothV.y, mouseDelta.y, 1f / smoothing);     mouseLook += smoothV;  }  void FixedUpdate() {         /* apply rigidbody movement from Update() */     transform.Translate( movement * moveSpeed * Time.deltaTime );             /* apply rigidbody rotation from Update() */     transform.localRotation = Quaternion.AngleAxis(mouseLook.x, transform.up);             /* apply camera rotation from Update() */     Camera.main.transform.localRotation = Quaternion.AngleAxis(-mouseLook.y, Vector3.right);    }   I learned today that i dont have to move a rigidbody's transform but now i am totally confused and it seems i have to restart my whole (first!) project.  So when i use MovePosition and MoveRotation, how do i rotate it based on the camera perspective/mouse movement?  I think the movement Vector is ok so i can simply rewrite the FixedUpdate to something like  rigidbody.MovePosition(movement * speed * Time.deltaTime)   but i am totally stuck on how to apply the camera rotation to my rigidbody to use it like  void FixedUpdate() {      /* move the rigidbody */                rigidbody.MovePosition(movement * moveSpeed * Time.deltaTime);     /* rotate the camera */     camera.transform.localRotation = Quaternion.AngleAxis(-mouseLook.y, Vector3.right);      /* but how can i rotate the rigidbody based on the cameras rotation??? */     rigidbody.MoveRotation(?????);  }   I hope its clear what i want, thank you!
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I'd like to be able to use my computer while my boyfriend plays a game on steam. I have two monitors and he's using a Xbox 360 controller hooked up to my pc.  Is it possible to allow the game to be active for the controller while other applications are active for my keyboard / mouse?