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3d Cursor Representation

For my game I want to have a 3d object replace the use of my cursor;

My solution for this would be to create the object normally, and hide the cursor, and either (1) use scripting to directly change the transform to input.mousePosition; or (B) use the character controller somehow and set the mouse movement as input.

I'm not sure how these will work, however. I want the cursor to be able to bump into things and to keep a certain distance from the ground (which will change when certain actions are taken so I also need to provide for that scenario? or will I do that in the specific action script?)

Thus far I've created the object, and given it a controller. I'm not sure how I'd change the input settings, or link it to the mouse yet, or even deal with the mouse yet (haven't gotten that far - I've mainly been messing with the camera).

How can I use scripting to do this? Might there be a better way?

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asked Jan 04 '11 at 08:36 PM

Duckwagon gravatar image

Duckwagon
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Hrm I'd like it to affect other objects with physics, but not necessarily be affected. So A character controller might just do the trick. The only issue here is how to make the force inflicted proportionate to the sped you move at, while allowing a normal mouse movement speed; I don't want to have too much force, either.

Jan 04 '11 at 09:22 PM Duckwagon

As in, you can move your mouse across the screen as normal ( though it does have a slight limit to how fast it can go, plus smoothing of the acceleration), but I don't want things to go flying if you whack them at that speed, just be bumped; in other words, the cursor has a fairly light weight, and therefore a certain limit to how much force can be applied. How can I translate this into script?

Jan 04 '11 at 09:27 PM Duckwagon
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asked: Jan 04 '11 at 08:36 PM

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Last Updated: Jan 04 '11 at 08:36 PM