Smoothing









How do I use Smoothing
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: HubGui.cs Copy
28     void OnGUI()
29     {
30         GUI.skin = this.Skin;
31         GUILayout.Space(10);
32
33         GUILayout.BeginHorizontal();
34         GUILayout.Space(10);
35         scrollPos = GUILayout.BeginScrollView(scrollPos, GUILayout.Width(320));
36
37         GUILayout.Label("Basics", m_Headline);
38         if (GUILayout.Button("Demo Boxes", GUILayout.Width(280)))
39         {
40             demoDescription = "Demo Boxes\n\nUses ConnectAndJoinRandom script.\n(joins a random room or creates one)\n\nInstantiates simple prefab.\nSynchronizes positions without smoothing.";
41             demoBtn = new DemoBtn() { Text = "Start", Link = "DemoBoxes-Scene" };
42         }
43         if (GUILayout.Button("Demo Worker", GUILayout.Width(280)))
44         {
45             demoDescription = "Demo Worker\n\nJoins the default lobby and shows existing rooms.\nLets you create or join a room.\nInstantiates an animated character.\nSynchronizes position and animation state of character with smoothing.\nImplements simple in-room Chat via RPC calls.";
46             demoBtn = new DemoBtn() { Text = "Start", Link = "DemoWorker-Scene" };
47         }
48         if (GUILayout.Button("Movement Smoothing", GUILayout.Width(280)))
49         {
50             demoDescription = "Movement Smoothing\n\nUses ConnectAndJoinRandom script.\nShows several basic ways to update positions of remote objects.";
51             demoBtn = new DemoBtn() { Text = "Start", Link = "DemoSynchronization-Scene" };
52         }
53
54         GUILayout.Label("Advanced", m_Headline);
55         if (GUILayout.Button("Ownership Transfer", GUILayout.Width(280)))
56         {
57             demoDescription = "Ownership Transfer\n\nShows how to transfer the ownership of a PhotonView.\nThe owner will send position updates of the GameObject.\nTransfer can be edited per PhotonView and set to Fixed (no transfer), Request (owner has to agree) or Takeover (owner can't object).";
58             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoChangeOwner-Scene" };
59             this.webLink = new DemoBtn();
60         }
61         if (GUILayout.Button("Pickup, Teams, Scores", GUILayout.Width(280)))
62         {
63             demoDescription = "Pickup, Teams, Scores\n\nUses ConnectAndJoinRandom script.\nImplements item pickup with RPCs.\nUses Custom Properties for Teams.\nCounts score per player and team.\nUses PhotonPlayer extension methods for easy Custom Property access.";
64             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoPickup-Scene" };
65             this.webLink = new DemoBtn();
66         }
67
68         GUILayout.Label("Feature Demos", m_Headline);
69         if (GUILayout.Button("Chat", GUILayout.Width(280)))
70         {
71             demoDescription = "Chat\n\nUses the Chat API (now part of PUN).\nSimple UI.\nYou can enter any User ID.\nAutomatically subscribes some channels.\nAllows simple commands via text.\n\nRequires configuration of Chat App ID in scene.";
72             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoChat-Scene" };
73             this.webLink = new DemoBtn();
74         }
75         if (GUILayout.Button("RPG Movement", GUILayout.Width(280)))
76         {
77             demoDescription = "RPG Movement\n\nDemonstrates how to use the PhotonTransformView component to synchronize position updates smoothly using inter- and extrapolation.\n\nThis demo also shows how to setup a Mecanim Animator to update animations automatically based on received position updates (without sending explicit animation updates).";
78             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoRPGMovement-Scene" };
79             this.webLink = new DemoBtn();
80         }
81         if (GUILayout.Button("Mecanim Animations", GUILayout.Width(280)))
82         {
83             demoDescription = "Mecanim Animations\n\nThis demo shows how to use the PhotonAnimatorView component to easily synchronize Mecanim animations.\n\nIt also demonstrates another feature of the PhotonTransformView component which gives you more control how position updates are inter-/extrapolated by telling the component how fast the object moves and turns using SetSynchronizedValues().";
84             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoMecanim-Scene" };
85             this.webLink = new DemoBtn();
86         }
87         if (GUILayout.Button("2D Game", GUILayout.Width(280)))
88         {
89             demoDescription = "2D Game Demo\n\nSynchronizes animations, positions and physics in a 2D scene.";
90             this.demoBtn = new DemoBtn() { Text = "Start", Link = "Demo2DJumpAndRunWithPhysics-Scene" };
91             this.webLink = new DemoBtn();
92         }
93         if (GUILayout.Button("Friends & Authentication", GUILayout.Width(280)))
94         {
95             demoDescription = "Friends & Authentication\n\nShows connect with or without (server-side) authentication.\n\nAuthentication requires minor server-side setup (in Dashboard).\n\nOnce connected, you can find (made up) friends.\nJoin a room just to see how that gets visible in friends list.";
96             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoFriends-Scene" };
97             this.webLink = new DemoBtn();
98         }
99
100         GUILayout.Label("Tutorial", m_Headline);
101         if (GUILayout.Button("Marco Polo Tutorial", GUILayout.Width(280)))
102         {
103             demoDescription = "Marco Polo Tutorial\n\nFinal result you could get when you do the Marco Polo Tutorial.\nSlightly modified to be more compatible with this package.";
104             this.demoBtn = new DemoBtn() { Text = "Start", Link = "MarcoPolo-Scene" };
105             this.webLink = new DemoBtn() { Text = "Open Tutorial (www)", Link = "http://tinyurl.com/nmylf44" };
106         }
107         GUILayout.EndScrollView();
108
109         GUILayout.BeginVertical(GUILayout.Width(Screen.width - 345));
110         GUILayout.Label(demoDescription);
111         GUILayout.Space(10);
112         if (!string.IsNullOrEmpty(this.demoBtn.Text))
113         {
114             if (GUILayout.Button(this.demoBtn.Text))
115             {
116                 Application.LoadLevel(this.demoBtn.Link);
117             }
118         }
119         if (!string.IsNullOrEmpty(this.webLink.Text))
120         {
121             if (GUILayout.Button(this.webLink.Text))
122             {
123                 Application.OpenURL(this.webLink.Link);
124             }
125         }
126         GUILayout.EndVertical();
127
128
129         GUILayout.EndHorizontal();
130     }
File name: PickupController.cs Copy
151     void Update()
152     {
153         if (isControllable)
154         {
155             if (Input.GetButtonDown("Jump"))
156             {
157                 lastJumpButtonTime = Time.time;
158             }
159
160             UpdateSmoothedMovementDirection();
161
162             // Apply gravity
163             // - extra power jump modifies gravity
164             // - controlledDescent mode modifies gravity
165             ApplyGravity();
166
167             // Apply jumping logic
168             ApplyJumping();
169
170
171             // Calculate actual motion
172             Vector3 movement = moveDirection * moveSpeed + new Vector3(0, verticalSpeed, 0) + inAirVelocity;
173             movement *= Time.deltaTime;
174
175             //Debug.Log(movement.x.ToString("0.000") + ":" + movement.z.ToString("0.000"));
176
177             // Move the controller
178             CharacterController controller = GetComponent();
179             collisionFlags = controller.Move(movement);
180
181         }
182
183         // PUN: if a remote position is known, we smooth-move to it (being late(r) but smoother)
184         if (this.remotePosition != Vector3.zero)
185         {
186             transform.position = Vector3.Lerp(transform.position, this.remotePosition, Time.deltaTime * this.RemoteSmoothing);
187         }
188
189         velocity = (transform.position - lastPos)*25;
190
191         // ANIMATION sector
192         if (_animation)
193         {
194             if (_characterState == PickupCharacterState.Jumping)
195             {
196                 if (!jumpingReachedApex)
197                 {
198                     _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
199                     _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
200                     _animation.CrossFade(jumpPoseAnimation.name);
201                 }
202                 else
203                 {
204                     _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
205                     _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
206                     _animation.CrossFade(jumpPoseAnimation.name);
207                 }
208             }
209             else
210             {
211                 if (_characterState == PickupCharacterState.Idle)
212                 {
213                     _animation.CrossFade(idleAnimation.name);
214                 }
215                 else if (_characterState == PickupCharacterState.Running)
216                 {
217                     _animation[runAnimation.name].speed = runMaxAnimationSpeed;
218                     if (this.isControllable)
219                     {
220                         _animation[runAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, runMaxAnimationSpeed);
221                     }
222                     _animation.CrossFade(runAnimation.name);
223                 }
224                 else if (_characterState == PickupCharacterState.Trotting)
225                 {
226                     _animation[walkAnimation.name].speed = trotMaxAnimationSpeed;
227                     if (this.isControllable)
228                     {
229                         _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, trotMaxAnimationSpeed);
230                     }
231                     _animation.CrossFade(walkAnimation.name);
232                 }
233                 else if (_characterState == PickupCharacterState.Walking)
234                 {
235                     _animation[walkAnimation.name].speed = walkMaxAnimationSpeed;
236                     if (this.isControllable)
237                     {
238                         _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, walkMaxAnimationSpeed);
239                     }
240                     _animation.CrossFade(walkAnimation.name);
241                 }
242
243                 if (_characterState != PickupCharacterState.Running)
244                 {
245                     _animation[runAnimation.name].time = 0.0f;
246                 }
247             }
248         }
249         // ANIMATION sector
250
251         // Set rotation to the move direction
252         if (IsGrounded())
253         {
254             // a specialty of this controller: you can disable rotation!
255             if (DoRotate)
256             {
257                 transform.rotation = Quaternion.LookRotation(moveDirection);
258             }
259         }
260         else
261         {
262             /* This causes choppy behaviour when colliding with SIDES
263              * Vector3 xzMove = velocity;
264             xzMove.y = 0;
265             if (xzMove.sqrMagnitude > 0.001f)
266             {
267                 transform.rotation = Quaternion.LookRotation(xzMove);
268             }*/
269         }
270
271         // We are in jump mode but just became grounded
272         if (IsGrounded())
273         {
274             lastGroundedTime = Time.time;
275             inAirVelocity = Vector3.zero;
276             if (jumping)
277             {
278                 jumping = false;
279                 SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
280             }
281         }
282
283         lastPos = transform.position;
284     }
File name: PickupController.cs Copy
308     void UpdateSmoothedMovementDirection()
309     {
310         Transform cameraTransform = Camera.main.transform;
311         bool grounded = IsGrounded();
312
313         // Forward vector relative to the camera along the x-z plane
314         Vector3 forward = cameraTransform.TransformDirection(Vector3.forward);
315         forward.y = 0;
316         forward = forward.normalized;
317
318         // Right vector relative to the camera
319         // Always orthogonal to the forward vector
320         Vector3 right = new Vector3(forward.z, 0, -forward.x);
321
322         float v = Input.GetAxisRaw("Vertical");
323         float h = Input.GetAxisRaw("Horizontal");
324
325         // Are we moving backwards or looking backwards
326         if (v < -0.2f)
327             movingBack = true;
328         else
329             movingBack = false;
330
331         bool wasMoving = isMoving;
332         isMoving = Mathf.Abs(h) > 0.1f || Mathf.Abs(v) > 0.1f;
333
334         // Target direction relative to the camera
335         Vector3 targetDirection = h * right + v * forward;
336         // Debug.Log("targetDirection " + targetDirection);
337
338         // Grounded controls
339         if (grounded)
340         {
341             // Lock camera for short period when transitioning moving & standing still
342             lockCameraTimer += Time.deltaTime;
343             if (isMoving != wasMoving)
344                 lockCameraTimer = 0.0f;
345
346             // We store speed and direction seperately,
347             // so that when the character stands still we still have a valid forward direction
348             // moveDirection is always normalized, and we only update it if there is user input.
349             if (targetDirection != Vector3.zero)
350             {
351                 // If we are really slow, just snap to the target direction
352                 if (moveSpeed < walkSpeed * 0.9f && grounded)
353                 {
354                     moveDirection = targetDirection.normalized;
355                 }
356                 // Otherwise smoothly turn towards it
357                 else
358                 {
359                     moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
360
361                     moveDirection = moveDirection.normalized;
362                 }
363             }
364
365             // Smooth the speed based on the current target direction
366             float curSmooth = speedSmoothing * Time.deltaTime;
367
368             // Choose target speed
369             //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
370             float targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0f);
371
372             _characterState = PickupCharacterState.Idle;
373
374             // Pick speed modifier
375             if ((Input.GetKey(KeyCode.LeftShift) | Input.GetKey(KeyCode.RightShift)) && isMoving)
376             {
377                 targetSpeed *= runSpeed;
378                 _characterState = PickupCharacterState.Running;
379             }
380             else if (Time.time - trotAfterSeconds > walkTimeStart)
381             {
382                 targetSpeed *= trotSpeed;
383                 _characterState = PickupCharacterState.Trotting;
384             }
385             else if (isMoving)
386             {
387                 targetSpeed *= walkSpeed;
388                 _characterState = PickupCharacterState.Walking;
389             }
390
391             moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
392
393             // Reset walk time start when we slow down
394             if (moveSpeed < walkSpeed * 0.3f)
395                 walkTimeStart = Time.time;
396         }
397         // In air controls
398         else
399         {
400             // Lock camera while in air
401             if (jumping)
402                 lockCameraTimer = 0.0f;
403
404             if (isMoving)
405                 inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
406         }
407     }
File name: IELdemo.cs Copy
59     public void OnGUI()
60     {
61         GUILayout.Space(10);
62         if (PhotonNetwork.isMasterClient)
63         {
64             GUILayout.Label("Move the cubes with the left and right keys. Run another client to check movement (smoothing) behaviour.");
65             GUILayout.Label("Ping: " + PhotonNetwork.GetPing());
66         }
67         else if (PhotonNetwork.isNonMasterClientInRoom)
68         {
69             GUILayout.Label("Check how smooth the movement is");
70             GUILayout.Label("Ping: " + PhotonNetwork.GetPing());
71         }
72         else
73         {
74             GUILayout.Label("Not connected..." + PhotonNetwork.connectionStateDetailed);
75         }
76     }
File name: ThirdPersonController.cs Copy
131     void UpdateSmoothedMovementDirection()
132     {
133         Transform cameraTransform = Camera.main.transform;
134         bool grounded = IsGrounded();
135
136         // Forward vector relative to the camera along the x-z plane
137         Vector3 forward = cameraTransform.TransformDirection(Vector3.forward);
138         forward.y = 0;
139         forward = forward.normalized;
140
141         // Right vector relative to the camera
142         // Always orthogonal to the forward vector
143         Vector3 right = new Vector3(forward.z, 0, -forward.x);
144
145         float v = Input.GetAxisRaw("Vertical");
146         float h = Input.GetAxisRaw("Horizontal");
147
148         // Are we moving backwards or looking backwards
149         if (v < -0.2f)
150             movingBack = true;
151         else
152             movingBack = false;
153
154         bool wasMoving = isMoving;
155         isMoving = Mathf.Abs(h) > 0.1f || Mathf.Abs(v) > 0.1f;
156
157         // Target direction relative to the camera
158         Vector3 targetDirection = h * right + v * forward;
159
160         // Grounded controls
161         if (grounded)
162         {
163             // Lock camera for short period when transitioning moving & standing still
164             lockCameraTimer += Time.deltaTime;
165             if (isMoving != wasMoving)
166                 lockCameraTimer = 0.0f;
167
168             // We store speed and direction seperately,
169             // so that when the character stands still we still have a valid forward direction
170             // moveDirection is always normalized, and we only update it if there is user input.
171             if (targetDirection != Vector3.zero)
172             {
173                 // If we are really slow, just snap to the target direction
174                 if (moveSpeed < walkSpeed * 0.9f && grounded)
175                 {
176                     moveDirection = targetDirection.normalized;
177                 }
178                 // Otherwise smoothly turn towards it
179                 else
180                 {
181                     moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
182
183                     moveDirection = moveDirection.normalized;
184                 }
185             }
186
187             // Smooth the speed based on the current target direction
188             float curSmooth = speedSmoothing * Time.deltaTime;
189
190             // Choose target speed
191             //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
192             float targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0f);
193
194             _characterState = CharacterState.Idle;
195
196             // Pick speed modifier
197             if (Input.GetKey(KeyCode.LeftShift) | Input.GetKey(KeyCode.RightShift))
198             {
199                 targetSpeed *= runSpeed;
200                 _characterState = CharacterState.Running;
201             }
202             else if (Time.time - trotAfterSeconds > walkTimeStart)
203             {
204                 targetSpeed *= trotSpeed;
205                 _characterState = CharacterState.Trotting;
206             }
207             else
208             {
209                 targetSpeed *= walkSpeed;
210                 _characterState = CharacterState.Walking;
211             }
212
213             moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
214
215             // Reset walk time start when we slow down
216             if (moveSpeed < walkSpeed * 0.3f)
217                 walkTimeStart = Time.time;
218         }
219         // In air controls
220         else
221         {
222             // Lock camera while in air
223             if (jumping)
224                 lockCameraTimer = 0.0f;
225
226             if (isMoving)
227                 inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
228         }
229
230
231
232     }
File name: SmoothSyncMovement.cs Copy
34     public void Update()
35     {
36         if (!photonView.isMine)
37         {
38             //Update remote player (smooth this, this looks good, at the cost of some accuracy)
39             transform.position = Vector3.Lerp(transform.position, correctPlayerPos, Time.deltaTime * this.SmoothingDelay);
40             transform.rotation = Quaternion.Lerp(transform.rotation, correctPlayerRot, Time.deltaTime * this.SmoothingDelay);
41         }
42     }
File name: RotateCamera.cs Copy
48  protected void Update() {
49   if (!rotate) return;
50   lookAngleY += inputManager.MouseAxis.x * horizAngleMove;
51   newRotY = Quaternion.Euler(0f,lookAngleY,0f);
52
53   lookAngleX += inputManager.MouseAxis.y * vertAngleMove;
54   lookAngleX = Mathf.Clamp(lookAngleX, -xAngleMin, xAngleMax);
55   newRotX = Quaternion.Euler(lookAngleX, pivotEulers.y, pivotEulers.z);
56
57   if (turnSmoothing > 0) {
58    pivotTransform.localRotation = Quaternion.Slerp(pivotTransform.localRotation, newRotX, turnSmoothing * Time.deltaTime);
59    transform.localRotation = Quaternion.Slerp(transform.localRotation, newRotY, turnSmoothing * Time.deltaTime);
60   } else {
61    transform.localRotation = newRotY;
62    pivotTransform.localRotation = newRotX;
63   }
64  }

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