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Directional Sprites

Discussion in 'Unity 3D' started by Screamernail, Jul 13, 2018.

  1. So I've found this script on the Unity forums when I googled for tutorials.

    Code (Text):
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;

    public class SpriteDirection : MonoBehaviour {

        Transform player;
        public float angle;
        Vector3 direction;

        public Renderer spriteObj;

        public Material[] mat;

        void Awake () {
            player = GameObject.FindWithTag("Player").transform;
        }
       
        void Update () {
            direction = player.transform.position - transform.position;
            angle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg;
            ChangeDirection();
        }

        void ChangeDirection()
        {
            if (angle < 0) angle += 360;
            spriteObj.sharedMaterial = mat[(int)Mathf.Round(angle / 360f * mat.Length) % mat.Length];

        }
    }
     
    I've tested it and it worked! But I do wonder if I should still use this for my shooter game. Not much to say just showing that I'm still alive.
     
  2. Dr Super Good

    Dr Super Good

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    Technically there are optimizations available if one wants to rigidly lock angle such as in old school shooters like Contra, or if one knows how many directional sprites are available to start with (constant number). However there is nothing to gain from it on modern computers even when running several hundred such sprites.
     
  3. I didn't intent to have locked angles. I just don't know what to do.