   [SOLVED] Relative cam movement and momentum on arbitrary surface
Hello! I have been working on a game for quite long, think sonic classic physics in 3D or tony hawk psx, with unity3D. However I'm stuck at the most fundamental aspect of movement. The requirement is that I need to move the character in mario 64 fashion (or sonic adventure) aka relative cam input:1. the camera's forward direction always point input forward the screen, left or right input point toward left or right of the screen.2. when input are resting, the camera direction is independent from the character direction and the camera can orbit the character3. when input are pressed the character rotate itself until his direction align with the direction the input is pointing at. It's super easy to do as long your movement are parallel to the global horizontal (or any world axis). However when you try to do this on arbitrary surface (think moving along complex curved surface) with the character sticking to the surface normal (basically moving on wall and ceiling freely), it seems harder. What I want is to achieve the same finesse of movement than in mario but on arbitrary angled surfaces. There is more problem (jumping and transitioning back to the real world alignment and then back on a surface while keeping momentum) but so far I didn't even take off the basics. So far I have accomplish moving along the curved surface and the relative cam input, but for some reason direction fail all the time (point number 3, the character align slowly to the input direction). Do you have an idea how to achieve that? Here is the code and some demo so far: the camera codeusing UnityEngine;using System.Collections;public class CameraDrive : MonoBehaviour{    public GameObject   targetObject;   public Transform   camPivot,   camTarget,   camRoot, relcamdirDebug;  float   rot = 0;//----------------------------------------------------------------------------------------------------------    void Start()    {   this.transform.position = targetObject.transform.position;   this.transform.rotation = targetObject.transform.rotation;    }   void FixedUpdate()    {  //the pivot system   camRoot.position    = targetObject.transform.position;  //input on pivot orientation   rot = 0;   float mouse_x   = Input.GetAxisRaw( "camera_analog_X" ); //   rot  = rot + ( 0.1f * Time.deltaTime * mouse_x );  //   wrapAngle( rot );//  //when the target object rotate, it rotate too, this should not happen    UpdateOrientation(this.transform.forward,targetObject.transform.up);   camRoot.transform.RotateAround(camRoot.transform.up,rot);  //debug the relcam dir  RelativeCamDirection()  ;  //this camera   this.transform.position    = camPivot.position;   //set the camera to the pivot   this.transform.LookAt( camTarget.position );   //    }//----------------------------------------------------------------------------------------------------------    public float wrapAngle ( float Degree )    {   while (Degree < 0.0f)   {  Degree = Degree + 360.0f;   }   while (Degree >= 360.0f)   {  Degree = Degree - 360.0f;   }   return Degree;    }   private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal )    {   Vector3  projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; camRoot.transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal );    }   float GetOffsetAngle( float targetAngle, float DestAngle )    {  return ((targetAngle - DestAngle + 180)% 360)  - 180;    }//----------------------------------------------------------------------------------------------------------    void OnDrawGizmos()    {   Gizmos.DrawCube(  camPivot.transform.position,   new Vector3(1,1,1)  ); Gizmos.DrawCube(  camTarget.transform.position,   new Vector3(1,5,1)  ); Gizmos.DrawCube(  camRoot.transform.position,   new Vector3(1,1,1)  );    }   void OnGUI()    {   GUI.Label(new Rect(0,80,1000,20*10), "targetObject.transform.up : " + targetObject.transform.up.ToString());   GUI.Label(new Rect(0,100,1000,20*10), "target euler : " + targetObject.transform.eulerAngles.y.ToString());   GUI.Label(new Rect(0,100,1000,20*10), "rot : " + rot.ToString());    }//----------------------------------------------------------------------------------------------------------    void RelativeCamDirection()    {    float  input_vertical_movement= Input.GetAxisRaw( "Vertical" ),  input_horizontal_movement= Input.GetAxisRaw( "Horizontal" ); Vector3  relative_forward= Vector3.forward,  relative_right    = Vector3.right,    relative_direction    = ( relative_forward    * input_vertical_movement ) + ( relative_right    * input_horizontal_movement ) ; MovementController MC = targetObject.GetComponent<MovementController>(); MC.motion = relative_direction.normalized * MC.acceleration * Time.fixedDeltaTime; MC.motion = this.transform.TransformDirection( MC.motion ); //MC.transform.Rotate(Vector3.up, input_horizontal_movement * 10f * Time.fixedDeltaTime);   }}  The movement code using UnityEngine;using System.Collections;public class MovementController : MonoBehaviour{    public float   deadZoneValue = 0.1f,   angle,   acceleration  = 50.0f;    public Vector3   motion ;//--------------------------------------------------------------------------------------------   void OnGUI()    {   GUILayout.Label( "transform.rotation : " + transform.rotation );   GUILayout.Label( "transform.position : " + transform.position );   GUILayout.Label( "angle : " + angle );    }   void FixedUpdate ()    { Ray  ground_check_ray = new Ray( gameObject.transform.position, -gameObject.transform.up );   RaycastHit  raycast_result;   Rigidbody  rigid_body = gameObject.rigidbody; if ( Physics.Raycast( ground_check_ray, out raycast_result ) )   {  Vector3 next_position;    //UpdateOrientation( gameObject.transform.forward, raycast_result.normal );  UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); next_position = GetNextPosition( raycast_result.point );  rigid_body.MovePosition( next_position );   }    }//-------------------------------------------------------------------------------------------- private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal )    {   Vector3  projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal );    }   private Vector3 GetNextPosition( Vector3 current_ground_position )    {   Vector3  next_position;//   //--------------------------------------------------------------------//   angle = 0;//   Vector3 dir = this.transform.InverseTransformDirection(motion);//   angle = Vector3.Angle(Vector3.forward, dir);// * 1f * Time.fixedDeltaTime;//   //   if(angle > 0) this.transform.Rotate(0,angle,0);//   //--------------------------------------------------------------------    next_position =  current_ground_position +  gameObject.transform.up * 0.5f + motion ; return next_position;    }    } Demo: https://dl.dropbox.com/u/24530447/flash%20build/litesonicengine/LiteSonicEngine5.html
I have made some package for those who want to tweak the code (unity3D 3.x)Zipped projecthttps://dl.dropbox.com/u/24530447/sonic%20engine/lite%20sonic%20engine.rarUnitypackagehttps://dl.dropbox.com/u/24530447/LiteSonicEngine5a.unitypackage;SOLVEDhttp://gamedev.stackexchange.com/questions/53395/relative-cam-movement-and-momentum-on-arbitrary-surface