In addition to summation, we can multiply vectors by numbers (furthermore, you can multiply a vector with another vector but this is out of our interest, here). For instance, if we add vector B to vector A, we get C which represents another position in the 2D space. Similarly, we can add any two vectors to obtain a third vector. Likewise, we have to add the second component of two vectors to obtain the second component of the final vector. When we want to sum two vectors, we sum the first components and obtain the first component of the final vector. As you may notice we can represent vector A as the summation of two vectors, A1+ A2. Your final position will be the point (2,3). Now assume that you are walking on the vertical axis to the up direction( i.e y-axis) by 3 units and then in the right direction by 2 units. And the coordinates of the origin are (0,0) in 2D space. But for this tutorial, we are only going to cover basic operations.Īssume that you are at the center of the coordinate space. If you would like to deep dive into game development, you should definitely be comfortable if you are not familiar with them. Vectors are cool mathematical objects that you can perform several mathematical operations like summation, subtraction, different kind of multiplications, etc. In the same way, B=(2,-1) represents another vector. For instance, A=(2,3) represents a point on 2D space such that 2 units on the x-axis, and 3 units on the y-axis. To make it simple, for now, we are going to study in 2D space first, then move our discussion to 3D space.Īs we mentioned above, in 2D space we need two numbers to represent a position. Likewise, for 3D space, we need 3 numbers. In 2D space, we need 2 numbers to represent a position. As you probably know, we represent positions of objects in Unit圓D using vectors. If you are already familiar with vector algebra, you may skip this part. A Little Bit Vector Algebraīefore we start writing our CameraFollow script, first we need to review our knowledge about vectors a little bit. The second one is using Cinemachine component of Unit圓D. The first one is by writing a script that updates the position of the camera according to position of the object. So if we measure an angle off of the forward arrow then we'd say -45 to 45 is forward, 45 to 135 is right, 135 to 225 is behind, and 225 to 315 (or -45 to -135) is left.In this tutorial, we are going to learn how we can make the camera follow an object in Unit圓D using two different methods. So we could say that each pie is 90 degrees in breadth. How about angles? There's other options, but angles are pretty easy to use. what sort of geometry can we use to determine these things? Where the red arrow is the current facing direction, and the center is the position of the thing. So lets say we define that Front/Right/Behind/Left are landing in one of these pie slices of this circle. lets try to define this in terms of a circle: Once you have an explicit definition, then you can come up with a solution. I like to think of programming sometimes as like I'm trying to describe to an extremely pedantic & literal alien species the English language. You need to effectively explain to the computer what "in front of" even means. When programming it's critical to define what you mean when you are attempting to accomplish some thing. Define "in front"/"behind"/"right of"/"left of".
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