Unity-NorthStar / data /Assets /Tutorial /pages /Boat movement.asset
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m_Name: Boat Movement
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m_displayName: Boat Movement
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m_overrideMarkdownText: '# Boat Movement
## Overview
In North Star,
the boat is essential. It must move smoothly, turn, and interact with the ocean
while allowing free player movement onboard. We explored several methods to achieve
this.
## Movement Approaches
### True Movement
Initially, the
boat was a kinematic rigid body controlled by scripting, with objects physically
on it. This caused hand tracking and physics issues, so we abandoned this method.
###
Move the World
We considered moving the environment around the boat instead
of the boat itself. However, this complicated persistent objects outside the
boat, so we did not pursue it.
### Fake Movement
We adopted a "fake
movement" system. The boat''s visual position updates before rendering and resets
afterward. This prevents physics issues, avoids dragging objects with the boat,
and eliminates the need to move the world (ocean, islands, sky, reflections,
etc.). We developed helper functions for transforming between world space and
"boat space."
#### Relevant File
- [Fake Movement](../Assets/NorthStar/Scripts/Ship/FakeMovement.cs)
##
Rocking and Bobbing
To simulate ocean movement, we implemented a procedural
noise system to make the boat rock and bob. The effect scales with boat speed,
influenced by wind direction and sail angle. We tested a more realistic wave-height
and momentum-based system but replaced it for better player comfort and direct
control.
## Reaction Movement
We scripted specific boat movements
for special events, like waves hitting the boat or creature attacks, using the
timeline.
### Relevant Files
- [BoatMovementAsset](../Assets/NorthStar/Scripts/Wave/BoatMovementAsset.cs)
-
[BoatMovementBehaviour](../Assets/NorthStar/Scripts/Wave/BoatMovementBehaviour.cs)
-
[BoatMovementMixerBehaviour](../Assets/NorthStar/Scripts/Wave/BoatMovementMixerBehaviour.cs)
-
[BoatMovementTrack](../Assets/NorthStar/Scripts/Wave/BoatMovementTrack.cs)
-
[WaveControlAsset](../Assets/NorthStar/Scripts/Wave/WaveControlAsset.cs)
-
[WaveControlBehaviour](../Assets/NorthStar/Scripts/Wave/WaveControlBehaviour.cs)
-
[WaveControlTrack](../Assets/NorthStar/Scripts/Wave/WaveControlTrack.cs)
![](./Images/BoatMovement/Fig0.png)
##
Comfort Settings
To ensure player comfort, procedural motion is directly
controlled, allowing magnitude adjustments. A comfort option locks the horizon
angle, keeping the player upright as if they had perfect "sea legs." This stabilizes
the horizon and prevents motion sickness.
```cs
var boatRotation =
BoatController.Instance.MovementSource.CurrentRotation;
CameraRig.rotation
= Quaternion.Slerp(Quaternion.identity, Quaternion.Inverse(boatRotation), GlobalSettings.PlayerSettings.ReorientStrength)
* CameraRig.parent.localRotation;
```
*(from [BodyPositions.cs](../Assets/NorthStar/Scripts/Player/BodyPositions.cs#L241-L242))*
![](./Images/BoatMovement/Fig1.png)
'
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