Godot rotate camera around object

I want to make the camera rotate around the player, like the moon does with the earth, always focusing the player, but I have absolute no idea how to implement this. All I can do is make the camera turn around it's own axis. Is there a way to transfer the axis of rotation to the player?

Probably the easiest way to do this is to add a Spatial to the player and make the Camera a child. Offset the camera by your desired distance and then just rotate the Spatial. Because of the node relationship, the Spatial will move with the player, and the Camera will move with the Spatial.

It's a creative solution, but when you make use of Spatial rotation may lead to a huge performance consumption. I will figure out another way of doing this, I'm making various tests with Path, but seems to be very complicated since the children of the Pathfollow don't suffer modifications along the way, and this is very complicated to deal with it.

Probably I will go back to my original idea and layout. Thank you for the answer! I'm comparing with the act of importing libraries, if you don't be specific you're loading things you won't use. As the name says : Spatial, you're rotating the reality around the spoon like Neo did in Matrix. This is not correct at all. Spatial is not "the parent of all 3D nodes". On the contrary, it's the simplest of 3D nodes. It has a small number of properties related to position and orientation in space, and that's it:.

What you may be confused by is that all 3D nodes inherit from Spatial.

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All 3D nodes have Spatial properties. This is how Godot is designed to work. You're going to need to use 3D nodes if you're going to do things in 3D. On another note, when you're a beginner worrying about performance is the very last thing you should be doing. Make something, then worry about whether there's a performance issue if there turns out to be one.

Odds are, especially with the very small projects you'll be doing as a beginner, there's not going to ever be one.Hi, I am working in 3D. Trying to get my camera to move with the mouse motion.

The code belowI just copied and pasted from another demo.

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I am not a programmer but trying to learn. It does not move left and right. Questions 1. What can i do to make my camera move left and right with my mouse. Question 2. Can someone explain me in detail what does this part of the code mean? What is it doing? Question 3. I tried to look it up in the help section etc.

But couldn't understand it. The second line is overwriting the rotation, so no matter what you set as the yaw it's reset to 0 in the second line. Replace that line with. When you want to store the orientation of something in 3d you have mainly three options: 1. You can store how many degrees something was rotated along which axis. That's very handy if you want to store one rotation, but if an object is rotated several times it's not easy to calculate that into one combined set of values.

You can store the orientation as a "quaternion", which is basically a more fancy way of doing the same as in option 1. You can store the orientation as a combination of rotations around the x- y- and z-axis. That solution has its own problems the "gimbal lock" is the main onebut it's a lot easier to understand, especially if you want to combine several rotations.I'm trying to build an arcade flying game, but I'm having difficulties understanding and applying rotation, when my camera is not static.

I expected that "rotate object local" would rotate the object aroung its local x and z axis, as if I was rotating them in the inspector using the local space.

Godot Rotate Camera Around Object

But what happes is that the axis are dependent on the pointing direction of the camera. Its also weird to me that if the camera is static and not a child of the KinematicBody, everything works IF I use:.

Also, I can kind of get the result I expect using RigidBody, but all the rest of the things I want to do would be much harder I think.

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Answering my own question: I still don't know why things are the way they are, but I could get it working removing "transform. UP I expected that "rotate object local" would rotate the object aroung its local x and z axis, as if I was rotating them in the inspector using the local space.

And rotating the Roll and the Pitch, but results were basically the same. If anybody could shed some light, I would really appreciate. Living is easy, 3D math is hard. Please log in or register to add a comment. Please log in or register to answer this question. All categories Engine 16, Projects 2, Gossip Discussion in ' Scripting ' started by DarkSoulApr 26, Search Unity.

Log in Create a Unity ID. Unity Forum. Forums Quick Links. Come check them out and ask our experts any questions! Rotate the camera around the object. Joined: Dec 24, Posts: I want to rotate the camera around the object, but this is something that never I have been given well.

I'm using "Mathf. LerpAngle", but I think that I don't know use this, any help or orientation, please? DarkSoulApr 26, Joined: Mar 10, Posts: Make the camera look at the object, then add a movement to it in Update function. Add the below code to your camera, and set the target to the object in unity inspector window. Code csharp :. LookAt target. Translate Vector3. SarperSApr 26, Ok, I will try, thanks!

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DarkSoulApr 27, Joined: Apr 26, Posts: Mortiis, Grate thanks man, this is the desired simplest code. Muhammad Fahad. Joined: Aug 19, Posts: 9. Muhammad FahadFeb 23, Joined: May 1, Posts: 1.

Well, I tried it and it came up a bug Applying a speed modifier to the translation I figured that when you make the object look at a target and translate it at some axis, something happens that the radius between the object and its target goes increasing along the time, and it makes the object going far from its target.

Maybe UnityEngine increases the axis more than once before updating the object's rotation. I got better results using something like this: Code csharp :. Collections. RotateAround point, new Vector3 0.

Evgenyow3nmegabrobro and 1 other person like this. Joined: Jun 1, Posts: This is a problem which has been boggling my mind for the past few weeks. I wanted to click on an object in the viewport and drag my mouse around the screen meanwhile rotating around the point in 3d space. The technique I settled with was normalizing the camera position, converting it into polar coordinates, add a specific angle to yaw and pitch, and then calculating the new x,y,z co-ordinates from the new polar co-ordinates.

However when testing this code, everything works fine between certain rotations of yaw, but does entirely random stuff with other yaw rotations Use the Godot transforms.

Or place a empty object at the target point and rotate it; that would be the easy way. You are using euler rotations that require very specific steps to solve the action. It's OK for one time calculations but gets very complex for fluent movement like aiming a camera. Rotations are a extra dimensional thing. As such a easy way to get a 3D rotation is to use 4D and rotate the object. Something I really wasn't expecting.

I had never come across atan2 till now This being said, I am well up for an easier solution! How exactly does one use transforms? Are there any tutorials? A few weeks ago I remember thinking that transforms were used to move objects So in the end you went with a 2D rotation, that isn't a bad idea as long as you remain fixed to the global axis. When ever you have a angle and you want to convert it to a Vector2 you use Sin angle and Cos angle.

The problem is the division, Atan2 solves this by using Pythagoras theorem that you should know by heart as a developer to find the radius. The advantage is that even if Atan2 is slower it will always return a higher precision angle and using any Vector2 ; except 0,0 that has no rotation.I know this may sound really basic but I'm a Godot newbie, so feel free to skip this question if it's too boring for you.

I have a Spatial node. It has a "car" scene as a child an imported. When I press the "Right" button I want the car to rotate right 90 degrees. When I press the "Left" button i want the car to rotate left 90 degrees.

During the rotation process, the buttons should be disabled and enabled again when the rotation animation terminates. Have you studied the 3d character selection demo available as a template? It smoothly rotates between points, I think it uses interpolation to achieve the slide between points. That should rotate it around the targets global y axis.

If you want an animation, then you need to change the rotation property AND write some code that animates it i. You can use get node "car".

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How to rotate a 3D object on its y axis. Then I have two buttons. Can you help me? Please log in or register to add a comment. Please log in or register to answer this question.

From my phone Have you studied the 3d character selection demo available as a template? I have not tested this yet, but will when I am on my computer later. Hope this helps.

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I was thinking of basis, not origin, origin is for movement in a direction. Made a quick demo scene that I will attach shortly. I hope it helps if you still need it. All categories Engine 16, Projects 2, Gossip If you have never made 3D games before, working with rotations in three dimensions can be confusing at first. Coming from 2D, the natural way of thinking is along the lines of "Oh, it's just like rotating in 2D, except now rotations happen in X, Y and Z".

At first this seems easy and for simple games, this way of thinking may even be enough. Unfortunately, it's often incorrect. This way of representing 3D rotations was groundbreaking at the time, but it has several shortcomings when used in game development which is to be expected from a guy with a funny hat.

The idea of this document is to explain why, as well as outlining best practices for dealing with transforms when programming 3D games. While it may seem intuitive that each axis has a rotation, the truth is that it's just not practical. The main reason for this is that there isn't a unique way to construct an orientation from the angles. There isn't a standard mathematical function that takes all the angles together and produces an actual 3D rotation.

The only way an orientation can be produced from angles is to rotate the object angle by angle, in an arbitrary order.

Rotate the camera around the object.

This could be done by first rotating in Xthen Y and then in Z. Alternatively, you could first rotate in Ythen in Z and finally in X. Anything works, but depending on the order, the final orientation of the object will not necessarily be the same.

Indeed, this means that there are several ways to construct an orientation from 3 different angles, depending on the order of the rotations. Following is a visualization of rotation axes in X, Y, Z order in a gimbal from Wikipedia. As you can see, the orientation of each axis depends on the rotation of the previous one:. Imagine you are working on a first-person controller e. Moving the mouse left and right controls your view angle parallel to the ground, while moving it up and down moves the player's view up and down.

In this case to achieve the desired effect, rotation must be applied first in the Y axis "up" in this case, since Godot uses a "Y-Up" orientationfollowed by rotation in the X axis. If we were to apply rotation in the X axis first, and then in Ythe effect would be undesired:.

Depending on the type of game or effect desired, the order in which you want axis rotations to be applied may differ. Therefore, applying rotations in X, Y, and Z is not enough: you also need a rotation order. Another problem with using Euler angles is interpolation. Imagine you want to transition between two different camera or enemy positions including rotations.

One logical way to approach this is to interpolate the angles from one position to the next. One would expect it to look like this:. The result of all this is that you should not use the rotation property of Spatial nodes in Godot for games. It's there to be used mainly in the editor, for coherence with the 2D engine, and for simple rotations generally just one axis, or even two in limited cases.


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