質問編集履歴
1
現状の修正を行いました。
test
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File without changes
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test
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@@ -137,3 +137,141 @@
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どうかよろしくお願いいたします。
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編集
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惑星の上をキャラクターが歩くことまではできました。
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ただ右左の矢印キーを押すとカメラが一瞬おかしくなってしまうことが悩みです。
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```C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BearAnimConScp : MonoBehaviour
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{
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private static float G= 6.67259f;
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Rigidbody br_body, sp_body;
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public GameObject Sphere;
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Vector3 dir, heading,go_dir;
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float speed = 15.0f;
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float angleDir,x_dir;
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private Vector3 move;
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private Vector3 mir_move;
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// Start is called before the first frame update
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void Start()
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{
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sp_body = GetComponent<Rigidbody>();
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br_body= GetComponent<Rigidbody>();
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move = new Vector3(0,0,0);
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mir_move = -move;
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}
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// Update is called once per frame
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void Update()
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{
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if (Input.GetKey("up"))
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{
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transform.position += transform.forward * speed * Time.deltaTime;
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move+= transform.forward * speed * Time.deltaTime;
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transform.rotation = Quaternion.LookRotation(-dir, -move) * Quaternion.FromToRotation(Vector3.up, Vector3.forward);
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}
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if (Input.GetKey("down"))
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{
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transform.position -= transform.forward * speed * Time.deltaTime;
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move-= transform.forward * speed * Time.deltaTime;
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transform.rotation = Quaternion.LookRotation(-dir, -this.transform.forward) * Quaternion.FromToRotation(Vector3.up, Vector3.forward);
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}
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if (Input.GetKey("right"))
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{
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transform.position += transform.right * speed * Time.deltaTime;
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move+= transform.right * speed * Time.deltaTime;
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transform.rotation = Quaternion.LookRotation(this.transformm.forward, -dir) * Quaternion.FromToRotation(Vector3.up, Vector3.right);
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}
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if (Input.GetKey("left"))
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{
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transform.position -= transform.right * speed * Time.deltaTime;
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move-= transform.right * speed * Time.deltaTime;
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transform.rotation = Quaternion.LookRotation(this.transform.forward,-dir) * Quaternion.FromToRotation(Vector3.up, Vector3.left);
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}
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if (!Input.anyKeyDown)
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{
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move = new Vector3(0, 0, 0);
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transform.rotation = Quaternion.LookRotation(-dir, -this.transform.forward) * Quaternion.FromToRotation(Vector3.up, Vector3.forward);
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}
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heading = (Sphere.transform.position - this.transform.position) / 1;
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dir = G * heading.normalized * (sp_body.mass * br_body.mass) / (heading.sqrMagnitude);
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br_body.AddForce(dir*20);
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}
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}
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```
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