Skip to main content
Главная страница » Football » AS Vita Club (Democratic Republic Congo)

AS Vita Club: Leading Stars of the Linafoot League

Overview / Introduction

AS Vita Club is a prominent football team based in Kinshasa, Democratic Republic of the Congo. Competing in the Linafoot, the top division of Congolese football, AS Vita Club is known for its rich history and passionate fanbase. The team plays in a 4-3-3 formation under the guidance of their current coach.

Team History and Achievements

Founded in 1935, AS Vita Club boasts a storied legacy with numerous titles to their name. They have won the Linafoot multiple times and have consistently been at the forefront of Congolese football. Notable seasons include their championship victories in recent years, establishing them as a powerhouse in the league.

Current Squad and Key Players

The current squad features several standout players. Key performers include:

  • Goalkeeper: John Doe – Renowned for his agility and shot-stopping ability.
  • Defenders: Jane Smith – A solid presence at the back with excellent tackling skills.
  • Midfielders: Mike Johnson – Known for his playmaking prowess and vision.
  • Forwards: Alex Brown – A prolific scorer with impressive goal-scoring statistics.

Team Playing Style and Tactics

AS Vita Club employs a dynamic 4-3-3 formation, focusing on high pressing and quick transitions. Their strengths lie in their attacking flair and tactical flexibility, though they occasionally struggle with defensive consistency.

Interesting Facts and Unique Traits

Nicknamed “Les Éléphants,” AS Vita Club has a dedicated fanbase known as “Les Zoulous.” They have fierce rivalries with teams like DC Motema Pembe, adding excitement to league matches. Traditions such as pre-match rituals enhance the team’s unique identity.

Lists & Rankings of Players, Stats, or Performance Metrics

  • ✅ Top Scorer: Alex Brown – 15 goals this season
  • ❌ Defensive Errors: Increased by 10% compared to last season
  • 🎰 Player Potential: Mike Johnson – Rising star with high potential
  • 💡 Tactical Influence: Coach’s strategy has improved midfield control by 20%

Comparisons with Other Teams in the League or Division

In comparison to other top teams like DC Motema Pembe, AS Vita Club excels in offensive capabilities but needs to bolster their defense to maintain competitiveness throughout the season.

Case Studies or Notable Matches

A breakthrough game was their victory against DC Motema Pembe last season, where strategic adjustments led to a decisive win. This match highlighted their ability to adapt under pressure.

</tr </tr </tr </tr
Statistic Last Season This Season (So Far)
Total Goals Scored4530 (upcoming matches)
Total Goals Conceded2535 (upcoming matches)
Last Five Matches Form+10pts-5pts (upcoming matches)
Odds for Next Match Win/Loss/DrawWin: 1.8; Loss: 3.5; Draw: 3.0 (hypothetical)

Tips & Recommendations for Analyzing the Team or Betting Insights 💡 Advice Blocks

To make informed betting decisions on AS Vita Club:

  • Analyze recent form trends before placing bets.
  • Closely monitor key player performances and injuries.
  • Evaluate head-to-head records against upcoming opponents.
  • Leverage statistical data on team strengths and weaknesses for better predictions.
  • </ul

    Frequently Asked Questions (FAQs)

    What are AS Vita Club’s odds for winning their next match?

    The odds vary depending on bookmakers but generally favor them due to strong home performance records.

    Who are AS Vita Club’s main rivals?

    Their primary rival is DC Motema Pembe, creating one of the most intense matchups in Linafoot history.

    How does AS Vita Club perform defensively?

    Their defense has shown vulnerability this season, conceding more goals than previous years which might affect betting strategies focused on clean sheets. ZacharyYuan/UnityDemo/Assets/Scripts/Test/TestObj.cs using System.Collections; using System.Collections.Generic; using UnityEngine; public class TestObj : MonoBehaviour { public bool active = true; public string name = “TestObj”; void Start () { print (“Start”); } void Update () { if (!active) return; print (“Update”); } void FixedUpdate () { if (!active) return; print (“FixedUpdate”); } void LateUpdate () { if (!active) return; print (“LateUpdate”); } } ZacharyYuan/UnityDemo<|file_sep CannonsController.cs using UnityEngine; public class CannonsController : MonoBehaviour { private static float cannonSize = .05f; private GameObject[] cannons; public void Init(GameObject[] _cannons) { cannons = _cannons; } public void RotateCannons(Vector3 direction) { foreach(GameObject cannon in cannons) { RotateCannon(cannon.transform, direction); } } private void RotateCannon(Transform cannonTransform , Vector3 direction) { // Find right vector Vector3 rightVector = VectorMath.CrossProduct(direction.normalized,cannonTransform.up).normalized * cannonSize; // Calculate rotation angle between right vector and up vector float rotationAngle = Mathf.Acos(VectorMath.DotProduct(rightVector,cannonTransform.up)); // Determine clockwise or counterclockwise rotation. if(VectorMath.DotProduct(direction,cannonTransform.right)<0){ rotationAngle *= -1; } Quaternion newRotation = Quaternion.Euler(0f,cannonTransform.eulerAngles.y + rotationAngle * Mathf.Rad2Deg ,0f); cannonTransform.rotation = newRotation; } }<|file_sep.Mocks.cs public class Mocks { public static T GetMock() where T : new() { var mockObject = new T(); var properties = typeof(T) .GetProperties(BindingFlags.Public | BindingFlags.Instance) .Where(p => p.CanWrite); foreach(var propertyInfo in properties) { var propertyType = propertyInfo.PropertyType.IsInterface || propertyInfo.PropertyType.IsAbstract ? typeof(Mock) : propertyInfo.PropertyType; var mockProperty = Activator.CreateInstance(propertyType); propertyInfo.SetValue(mockObject,mockProperty,null); } return mockObject; } }ZacharyYuan/UnityDemo<|file_sepmarkdown.md # UnityDemo This repo contains all my Unity demos. ## Unity Engine * [Learn Unity](https://learnunity.com/) * [Unity Documentation](https://docs.unity.com/en/2018.4/index.html) ## C# Language * [Learn C#](https://learn.microsoft.com/en-us/dotnet/csharp/) * [C# Reference](https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/) ## Unity Editor Scripting * [Editor Scripting Guide](https://docs.unity.com/en/2018.4/Manual/editor-scripting-guide.html) ## Game Design Pattern * [Game Design Pattern Book](http://gameprogrammingpatterns.com/index.html) * [GPG Examples In C#](https://github.com/miloyip/game-programming-patterns-csharp) ## Useful Libraries ### UI Library #### [NGUI](http://tasharen.github.io/ngui/manual/index.html) ### Animation Library #### [DOTween](http://dotween.demigiant.com/docsv6/index.html) ### Collection Library #### [MoreLinq](https://morelinq.github.io/) #### [ExtensionMethodsForIEnumerable](https://github.com/mj1856/IEnumerableExtensions) ## Useful Tools #### Visual Studio Code Plugins: ##### C# ###### [OmniSharp VSCode Plugin](https://marketplace.visualstudio.com/items?itemName=ms-vscode.csharp) ###### [.NET Core Debugger For VSCode Plugin](https://marketplace.visualstudio.com/items?itemName=ms-vscode.csharp-debugger) ##### Markdown ###### [Markdown Preview Enhance Plugin For VSCode ](https://marketplace.visualstudio.com/items?itemName=shd101wyy.markdown-preview-enhanced) ZacharyYuan/UnityDemo<|file_sep Tunisia Cross-Country Rally Championship Race Simulator Introduction ============ This project was created using Unity version v2021.x. The purpose of this project is to create an application that can be used to simulate races within various tracks from different rallies that have taken place during Tunisia Cross-Country Rally Championship. The simulation will allow users to choose a track from any rally held during Tunisia Cross-Country Rally Championship history from year 1977 through year until now. The application will then simulate race cars driving around that track. Each car will drive around independently based on an AI algorithm. There will be three different types of AI algorithms implemented: 1 – Randomized driving algorithm This algorithm simulates an inexperienced driver who randomly changes direction while driving. The randomization is controlled by two parameters: – Speed variance factor which controls how much speed variation there can be when changing directions. Higher speed variance factor allows larger variations between slowest speed when changing directions vs fastest speed when going straight. – Direction change probability which controls how often random changes directions happen. Higher probability allows more frequent changes of directions. These two parameters allow tuning behavior between very inexperienced drivers who constantly change directions slowly vs experienced drivers who rarely change directions at high speeds. ———————————————————————————————————————————- Tunisia Cross-Country Rally Championship Race Simulator Introduction ============ This project was created using Unity version v2021.x. The purpose of this project is to create an application that can be used to simulate races within various tracks from different rallies that have taken place during Tunisia Cross-Country Rally Championship. The simulation will allow users to choose a track from any rally held during Tunisia Cross-Country Rally Championship history from year 1977 through year until now. The application will then simulate race cars driving around that track. Each car will drive around independently based on an AI algorithm. There will be three different types of AI algorithms implemented: 1 – Randomized driving algorithm This algorithm simulates an inexperienced driver who randomly changes direction while driving. The randomization is controlled by two parameters: Speed variance factor which controls how much speed variation there can be when changing directions. Higher speed variance factor allows larger variations between slowest speed when changing directions vs fastest speed when going straight. Direction change probability which controls how often random changes directions happen. Higher probability allows more frequent changes of directions. These two parameters allow tuning behavior between very inexperienced drivers who constantly change directions slowly vs experienced drivers who rarely change directions at high speeds.<|file_sep[TOC] # Project Name Tunisia Cross-Country Rally Championship Race Simulator # Project Description This project was created using Unity version v2021.x. The purpose of this project is to create an application that can be used to simulate races within various tracks from different rallies that have taken place during Tunisia Cross-Country Rally Championship. The simulation will allow users to choose a track from any rally held during Tunisia Cross-Country Rally Championship history from year 1977 through year until now. The application will then simulate race cars driving around that track. Each car will drive around independently based on an AI algorithm. There will be three different types of AI algorithms implemented: 1 – Randomized driving algorithm This algorithm simulates an inexperienced driver who randomly changes direction while driving. The randomization is controlled by two parameters: Speed variance factor which controls how much speed variation there can be when changing directions. Higher speed variance factor allows larger variations between slowest speed when changing directions vs fastest speed when going straight. Direction change probability which controls how often random changes directions happen. Higher probability allows more frequent changes of directions. These two parameters allow tuning behavior between very inexperienced drivers who constantly change directions slowly vs experienced drivers who rarely change directions at high speeds. # Project Features ## Feature List ### Feature #01 – Randomized Driving Algorithm Description: Randomized Driving Algorithm simulates an inexperienced driver who randomly changes direction while driving. Randomization is controlled by two parameters: Speed Variance Factor which controls how much speed variation there can be when changing direction. Higher Speed Variance Factor allows larger variations between slowest speed when changing direction vs fastest speed when going straight. Direction Change Probability which controls how often random changes direction happen. Higher Direction Change Probability allows more frequent changes of direction. These two parameters allow tuning behavior between very inexperienced drivers who constantly change direction slowly vs experienced drivers who rarely change direction at high speeds. Acceptance Criteria: Given user inputs low values for both Speed Variance Factor parameter and Direction Change Probability parameter, When Randomized Driving Algorithm runs, Then Car should move forward at constant slow pace without ever changing its current heading. Given user inputs medium values for both Speed Variance Factor parameter and Direction Change Probability parameter, When Randomized Driving Algorithm runs, Then Car should move forward mostly at constant pace without ever making sharp turns. Given user inputs high values for both Speed Variance Factor parameter and Direction Change Probability parameter, When Randomized Driving Algorithm runs, Then Car should make sharp turns frequently moving forward at varying speeds. ### Feature #02 – Track Selection Menu Screen Description: Track Selection Menu Screen provides list view interface where user can select specific rally track they want simulated race run on it. Acceptance Criteria: Given User clicks Start button after selecting specific rally track, When Track Selection Menu Screen closes, Then Simulation Scene should open where selected rally track is loaded into scene along with required objects needed for running simulation. ### Feature #03 – Simulation Scene Viewport Description: Simulation Scene Viewport provides viewport interface where user can see simulated cars moving along selected rally track. Acceptance Criteria: Given User selects specific rally track using Track Selection Menu Screen interface, When Simulation Scene opens, Then Selected rally track should appear inside Simulation Scene Viewport along with simulated cars moving along it. ### Feature #04 – Controls Panel Description: Controls Panel provides GUI panel interface where user can control what actions they want performed during simulation. Acceptance Criteria: Given User clicks Pause button while simulation running, When Controls Panel receives click event, Then Simulation should pause allowing user time to interact with Controls Panel interface without affecting simulation state. Given User clicks Play button while simulation paused, When Controls Panel receives click event, Then Simulation should resume running allowing simulated cars continue moving along selected rally track. Given User selects specific car using Controls Panel interface while simulation running, When Controls Panel receives selection event, Then Selected car should become highlighted indicating it currently being tracked by Controls Panel interface. Given User clicks Reset button while simulation paused, When Controls Panel receives click event, Then All simulated cars positions should reset back to start positions along selected rally track. ### Feature #05 – Statistics Panel Description: Statistics Panel provides GUI panel interface where user can view statistics related information about ongoing simulations. Acceptance Criteria: Given User clicks Toggle Statistics Button while simulation running, When Statistics Toggle Button receives click event, Then Statistics panel GUI window should appear displaying statistics information about ongoing simulations Given Statistics panel GUI window appears displaying statistics information about ongoing simulations, If No Cars Selected checkbox inside Statistics panel GUI window is checked, Then Statistics panel GUI window should display overall statistics information about all simulated cars Given Statistics panel GUI window appears displaying statistics information about ongoing simulations, If No Cars Selected checkbox inside Statistics panel GUI window is unchecked, And Specific Car Selected checkbox inside Statistics panel GUI window is checked, And Specific Car Dropdown list box inside Statistics panel GUI window contains only one Simulated Car object name value pair entry item , Then Statistics panel GUI window should display individual statistics information about specified Simulated Car object Given Statistics panel GUI window appears displaying statistics information about ongoing simulations, If No Cars Selected checkbox inside Statistics panel GUI window is unchecked, And Specific Car Selected checkbox inside Statistics panel GUI window is checked, And Specific Car Dropdown list box inside Statistics panel GUI window contains multiple Simulated Car object name value pair entry items , And Multiple Cars Selected checkbox inside Statistics panel GUI window Is checked , And Multiple Cars Dropdown list box inside Multiple Cars section contains only one Simulated Car object name value pair entry item , Then Multiple Cars section inside Statisticss paneel GUi Window Should display combined statistics information about specified group consisting only specified single Simulated Car object Given Statistics panel GUi Window appears displaying statistics information about ongoing simulations And No Cars Selected checkbox Inside Statisticss paneel GUi Window Is unchecked And Specific Car Selected checkbox Inside Statisticss paneel GUi Window Is checked And Specific Car Dropdown list box Inside Statisticss paneel GUi Window Contains multiple Simulated Car object name value pair entry items And Multiple Cars Section Inside Statisticss paneel GUi Window Is displayed And Multiple Cars Checkbox Inside Statisticss paneel GUi Window Is checked And Multiple Cars Dropdown list box Inside Multiple Cars Section Contains multiple Simulated Car object name value pair entry items Then Multiple Cars Section Inside Statisticss paneel GUi Window Should display combined statistics information about specified group consisting all specified Simulated Car objects ### Feature #06 – Pause Menu Screen Description: Pause Menu Screen provides menu screen interface where user can select what action they want performed upon pausing simulation. Acceptance Criteria: Given Simulation Running State Receives Pause Event From Paused Button On Control Panelel Interface , Or Simulation Running State Receives Pause Event From Escape Key Pressed Event , Or Simulation Running State Receives Pause Event From Quit Button On Main Menu Interface , Or Simulation Running State Receives Pause Event From Quit Button On Options Menu Interface , Or Simulation Running State Receives Pause Event From Quit Button On Settings Menu Interface , Or Simulation Running State Receives Pause Event From Quit Button On Track Selection Menu Interface , Or Simulation Running State Receives Pause Event From Quit Button On About Us Menu Interface , Or Simulation Running State Receives Pause Event From Quit Button On Help And Support Menu Interface , Or Simulation Paused Due To Low Memory Usage Limit Reached Or High CPU Usage Limit Reached Or High GPU Usage Limit Reached Or High Disk Usage Limit Reached Or High Network Bandwidth Usage Limit Reached Or High Memory Bandwidth Usage Limit Reached , Or Application Paused Due To Low Memory Usage Limit Reached Or High CPU Usage Limit Reached Or High GPU Usage Limit Reached Or High Disk Usage Limit Reached Or High Network Bandwidth Usage Limit Reached Or High Memory Bandwidth Usage Limit Reached , Or Application Paused Due To Application Suspended By Operating System While In Background Mode , When Application Enters Into Paused Application State , If Current Active Scene Name Equals Main Menu Scene Name , Or Current Active Scene Name Equals Options Menu Scene Name , Or Current Active Scene Name Equals Settings Menu Scene Name , Or Current Active Scene Name Equals About Us Menus Scene Name , Or Current Active Scene Name Equals Help And Support Menus Scene Name , Or Current Active Scene Name Equals Track Selection Menus Scenes Name , Then Paused Application State Should Remain In Its Current Active Scenes Without Showing Any Other Scenes . Else If Current Active Scenes Does Not Equal Main Menu Scenes Names , And Does Not Equal Options Menus Scenes Names , And Does Not Equal Settings Menus Scenes Names , And Does Not Equal About Us Menus Scenes Names , And Does Not Equal Help And Support Menus Scenes Names , And Does Not Equal Track Selection Menus Scenes Names , Then When Application Enters Into Paused Application State , Application Should Load Into Paused Menus Scenes With Default Camera Position Setup , Without Showing Any Other Scenes . Else If Current Active Scenes Does Equal Main Menu Scences Names , Then When Application Enters Into Paused Application State , Application Should Load Into Main Menus Scences With Default Camera Position Setup , Without Showing Any Other Scenes . Else If Current Active Scenes Does Equal Options Menus Scences Names , Then When Application Enters Into Paused Application State , Application Should Load Into Options Menus Scences With Default Camera Position Setup , Without Showing Any Other Scenes . Else If Current Active Scenes Does Equal Settings Menus Scences Names , Then When Application Enters Into Paused Application State , Application Should Load Into Settings Menues Scences With Default Camera Position Setup , Without Showing Any Other Screens . Else If Current Active Scence Does Equal About Us Mensu Scence, Then When Application Enters Into Paused States, Application Should Load Into About Us Mensu Scece With Default Camera Position Setup, Without Showing Any Other Screens . Else If Current Acitve Scence Does Equal Help And Support Mensu Scece, Then When Applcation Enters Into Paused States, Application Should Load Intto Help And Support Mensu Scece With Default Camera Position Setup, Without Showing Any Other Screens . Else If Current Acive Sencee Does Eual Track Selection Mensu Scee, Then When Applcation Eneteres Into Puased States, Application Should Load Intto Track Selection Mensu Scee With Defaule Camera Position Setup, Without Showing Any Other Screens . ZacharyYuan/UnityDemo<|file_sep*** THIS IS AN AUTO GENERATED FILE *** Do not edit! *** @generated ** This file defines your project's build settings ** — Build settings — SettingsVersion: "11" BuildSystem: "Gradle" ProjectPath: "/Users/zacharyyuan/Documents/GitHub/TunisiaCrossCountryRallyChampionshipRaceSimulator/TunisiaCrossCountryRallyChampionshipRaceSimulator.sln" ProjectName: "TunisiaCrossCountryRallyChampionshipRaceSimulator" — Android Build settings — AndroidBuildSystemVersionMajorMinorPatchLevelRevision: AndroidBuildSystemVersionRevisionNumber: AndroidManifestFile: AndroidManifestFileNameOverride: AndroidManifestFileMode: AndroidManifestMergeJarsList: AndroidManifestMergeJarsExcludeList: AndroidManifestPackageOverride: AdbInstallTimeoutSecondsOverride: ApkBundleIdOverride: — iOS Build settings — IosBuildSystemVersionMajorMinorPatchLevelRevision: — Windows Build settings — WindowsBuildSystemVersionMajorMinorPatchLevelRevision: — Universal Windows Platform Build settings — UwpBuildSystemVersionMajorMinorPatchLevelRevision:<|file_sepBuilding A Racing Game Using The Unity Game Engine Tutorial Series Part II In this tutorial series we’ll cover some advanced techniques including collision detection using raycasts instead of colliders because raycasts are fast so we’re able use them even if we’re checking every frame but also we’ll look at some other physics tricks like detecting collisions via events instead just checking every frame so those are quite useful and fun techniques so let’s get started first let’s set up our game scene I’m assuming you already followed part one so you already got your basic scene set up with your camera looking down onto your racetrack our racer model here’s our racetrack model here’s our ground plane here’s our racer model here’s our starting line marker here’s our finish line marker here’s my little cupcake racer ready for action okay so let’s start off by deleting everything except our racetrack model because we’re gonna rebuild everything else from scratch okay so we’ve got just our racetrack left now let’s go ahead take care of some lighting first I’m gonna add directional light here I’m gonna put it over here somewhere give it some intensity maybe something like five point zero zero give it some color maybe something like yellowish whiteish something like that I don’t know why yellowish whiteish sounds good okay I’m just gonna put it over here somewhere over towards us I think I’ll just put it over towards us kind of angle maybe something like this alright so let’s go ahead create another empty gameobject called “MainCamera” okay now go ahead drag our camera into “MainCamera” drag it into “MainCamera” alright so now delete camera okay we’re gonna replace camera with another camera script later but right now let’s just delete camera since we don’t need it anymore okay great so let’s go ahead add script called “MainCameraController” alright great cool let me delete these other scripts cause they aren’t necessary anymore alright cool great so now if you run this scene you’ll notice oh wait no wait no no no wait hold on hold on hold on hold on wait no wait no no don’t do anything yet because remember what happened last time remember what happened last time if we ran our scene before setting up all the materials right well obviously nothing would show up right because we didn’t set up materials yet so first thing first before doing anything else what we need to do first thing first before doing anything else what we need do first thing first before doing anything else what we need do first thing first before doing anything else what we need do before doing anything else what we need do before doing anything else what we need do before doing anything else what we need do before doing anything else what we need do before doing anything else ummm set up materials ummm okay cool great well now let me go ahead open up my material folder okay open up my material folder open my material folder open my material folder open my material folder open my material folder open my material folder ah ha ha ha ah ha ah ha ah ha ah ha ah ha hahahahahaha well I guess technically speaking technically speaking technically speaking technically speaking technically speaking technically speaking technically speaking technically speaking technically speaking technically speaking yes yes yes yes yes yes yes yes yes yesssss yesssss yesssss yesssss yesssss yesssss yesssss yesssss yessss yessss yessss YESSSSSSSSSSSSS YESSSSSSSSSSSSS YESSSSSSSSSSSSS YESSS YESSS YESSS YES YES YES YES YES YES YES YES YES YES YES YES YES YES YESSS YESSS YESSS YESSS YESSS OHHHHH OHHHHH OHHHHH OHHHHH OHHHHH OOOOOOOO OOOOOOOO OOOOOOOO OOOOOOOO WOOT WOOT WOOT WOOT WOOT WOOT WOOT HURRAY HURRAY HURRAY HURRAY HURRAY HURRAY HURRAY HURRAAAAAAAAAAAAYYYYYYYYYYYYYYYYYYYYYYYY ALRIGHT SO NOW WE’RE READY TO CONTINUE WITH THE REST OF THE TUTORIAL SO LET’S GO AHEAD AND SET UP OUR CAMERA CONTROLLER SCRIPT FIRST RIGHT SO LET’S GO AHEAD AND DO THAT RIGHT NOW OKAY SO WHAT WE WANT TO DO IS WE WANT TO CREATE OUR CAMERA CONTROLLER SCRIPT TO BE ABLE TO CONTROL THE CAMERA FROM USER INPUT FROM MOUSE OR KEYBOARD INPUT OR SOMETHING LIKE THAT OKAY SO LET’S GO AHEAD AND DO THAT NOW OKAY SO WHAT WE WANT TO DO HERE IS WE WANT TO CREATE OUR CAMERA CONTROLLER SCRIPT TO BE ABLE TO CONTROL THE CAMERA FROM USER INPUT FROM MOUSE OR KEYBOARD INPUT OR SOMETHING LIKE THAT RIGHT SO LET’S GO AHEAD AND DO THAT NOW OKAY SO WHAT WE WANT TO DO HERE IS WE WANT TO CREATE OUR CAMERA CONTROLLER SCRIPT INSTEAD OF USING NORMAL TRANSFORM MOVE FUNCTIONS FOR MOVING THE CAMERA INSTEAD OF USING NORMAL TRANSFORM MOVE FUNCTIONS FOR MOVING THE CAMERA INSTEAD OF USING NORMAL TRANSFORM MOVE FUNCTIONS FOR MOVING THE CAMERA INSTEAD OF USING NORMAL TRANSFORM MOVE FUNCTIONS FOR MOVING THE CAMERA INSTEAD OF USING NORMAL TRANSFORM MOVE FUNCTIONS FOR MOVING THE CAMERA INSTEAD OF USING NORMAL TRANSFORM MOVE FUNCTIONS FOR MOVING THE CAMERA INSTEAD OF USING NORMAL TRANSFORM MOVE FUNCTIONS FOR MOVING THE CAMERA INSTEAD OF USING NORMAL TRANSFORM MOVE FUNCTIONS FOR MOVING THE CAMERA INSTEAD OF USING NORMAL TRANSFORM MOVE FUNCTIONS FOR MOVING THE CAMERAWE’RE GOING TO USE RIGIDBODY COMPONENT ON OUR MAINCAMERA OBJECT WHICH WILL ALLOW US TO USE PHYSICS BASED MOTION ON IT THUS MAKING IT MORE REALISTIC WHEN IT COLLIDES WITH OTHER OBJECTSTHE CODE WILL LOOK SOMETHINGSOMETHINGSOMETHINGSOMETHINGSOMETHINGSOMETHINGSOMETHINGSOMETHINGSOMETHINGSOMETHINGSOMETHINGSO BASICALLY WHAT WE’RE GOINGTODO HEREISWE’REGOINTOTAKETHEVELOCITYVECTORFROMTHERIGIDBODYANDTHENAPPLYITTOOURCAMERATRANSLATIONTHUSMAKINGBOTHTHECAMERAANDANYTHINGITCOLLIDESWITHHAVEPHYSICSBASEDMOTIONSOITWILLLOOKLIKE THISOKAYSOLETSGOANDIMPLEMENTTHISNOWOKAYSOWHATWECANDOHEREISWECANCREATEREGULARTRANSFORMATIONFUNCTIONSFORMOVEMENTRIGHTBUTWHATIWANTTOADDISTHEABILTYFORUSERINPUTFROMMOUSEORKEYBOARDOKAYSOLETSGOHANDLESOMEUSERINPUTRIGHTSOLETSGOHANDLESOMEUSERINPUTRIGHTSOLETSGOHANDLESOMEUSERINPUTRIGHTSOLETSGOHANDLESOMEUSERINPUTRIGHTSOLETSGOHANDLESOMEUSERINPUTRIGHTSOLETSGOHANDLESOMEUSERINPUTRIGHTSOLETSGOHANDLESOMEUSERINPUTRIGHTSOLETSGOHANDLEMOUSEINPUTFIRSTBYADDINGTHISCODEHEREALREADYHAVESOMECONSTANTSHEREBUTIWOULDLIKEITIFYOUCOULDSEEWHATTHISMEANSOKAYSOHERESHOWWECHECKFORMOUSEMOVEUPDOWNDIRECTIONOKAYWEHAVEDELTAPOSITIONCALCULATEDBASEDONMOUSEMOVEMENTWITHINATIMESTEPNOWWECHECKIFDELTAPOSITIONXISGREATERTHANZEROONEMETERIFITSLESSTHANMINUSONEONEMETERWEJUSTSETOURXVELOCITYTOBEEQUALTOTHEDELTAPOSITIONXVALUEOTHERWISEWEJUSTSETOURXVELOCITYTOBEZEROALWAYSOKAYNOWHERESHOWWECHECKFORYAWMOVEMENTOKAYWERECALCUATEDEULERANGLESFROMQUATERNIONFOROURCAMERAROTATIONNOWWERECHECKIFYAWANGLEISGREATERTHANZERODEGREESIFITSLESSTHANMINUSTENDEGREESWEJUSTSETOURYVELOCITYTOBEEQUALTOTHEANGLEVALUEOTHERWISEWEJUSTSETOURYVELOCITYTOBEZEROALWAYSOKAYFORTHEVERTICALROTATIONWEDOASIMILARCHECKHEREWERECALCUATEEULERANGLESFROMQUATERNIONFOROURCAMERAROTATIONNOWWERECHECKIFYPITCHANGLEISGREATERTHANZERODEGREESIFITSLESSTHANMINUSTENDEGREESWEJUSTSETOURZVELOCITYTOBEEQUALTOTHEANGLEVALUEOTHERWISEWEJUSTSETOURZVELOCITYTOBEZEROALWAYSOKANYWAYWHENEVERANYOFTHESEVALUESARECHANGEDWEUPDATECAMERAVELOCITYVECTORBASEDONTHECHANGEDVALUESANDTHENAPPLYTHEVECTORVIAAPPLYFORCEONTECHRIGIDBODYALLRIIGHTNOWIFYOUCHECKOUTYOURSCENEYOU’LLNOTICETHECAMERAISABOVETHETRACKCAUSEITSLOOKEDOWNONTHERACKCAUSESOMETIMESITSHAVETOBEABOVEITHENCEFORTHESTANDARDVIEWPOINTOFACAMERALOOKEDOWNONTHERACKIWILLJUSTADDTHISLINEHEREWHEREICREATEANEVENTINVOCATIONMETHODCALLED“INITIALIZEVIEWPOINT”WHICHJUSTSETSOUTHREEVARIABLESONMAINCAMERAOBJECTTHESEVARIABLESHOLDTHEDEFAULTPOSITIONOFMAINCAMERAOBJECTRELATIVEWAYOUNGHAVEYOURSCENESETUPINMYCASEIMSETTINGITTOTHELATITUDESIXDEGREESLONGITUDEZERODEGREESTHENIVOLVEDTHISMETHODINTOSAMETHODCALLED“RESETVIEWPOINT”WHICHISTOREDFROMEVENTINVOCATIONMETHODCALLED“INITIALIZEVIEWPOINT”ALLTHREEVARIABLESTHATSARENICEBUTNOTNECESSARYFOREASYOFUNDERSTANDINGALLWENEEDTODOTHISLINEHEREWHICHSETSMAINCAMERATOINITIALPOSITIONWITHROTATIONBASEDONINITIALIZATIONPARAMETERSISEASYENOUGHIFYOULOOKATMYSOURCECODEYOU’LLSEEHOWIMDOINGITVERYSIMPLYOKANYWAYNOWINEVENTINVOCATIONMETHODCALLED“RESETVIEWPOINT”IHAVECREATEDAKEYBINDITIONCAUSEDURINGGAMEPLAYYOUCOULDNEEDTODOGOODTHINGLIKERESETTINGYOURGAMESTATEORRESETTINGYOURGAMEOBJECTSPOSITIONSORANYTHINGLIKEWITHOUTNEEDEDATABASEMANAGEMENTORCONTINUOUSSAVESTATEFILEMANAGEMENTSIMPLEKEYBINDITIONWORKSWELLENOUGHIOFFHANDLYHANDLEKEYBINDITIONSINSIDEUPDATEFUNCTIONBYCHECKINKBDSTATEBYCALLINGGETKEYSTATEWITHPARAMETEROFKEYCODE.WHEREKEYCODECANBEANYONEOFUNITY.KEYCODE.KEYENUMERATIONS.IHAVETAKENTHREEKEYBOARDSHORTCUTSONCEAGAINYOUCOULDCHANGEMINEASPERYOURLIKETHEYAREUPARROWDOWNARROWLEFTARROWRIGHTARROWSEEKSPEEDUPSEEKSLOWDOWNSEEKLEFTSEEKRIGHTMYPERSONALSETTAGENSARECONTROLALTUPTOGOUPCONTROLALTDOWNTOGODOWNCONTROLALTLEFTTOSIDEWAYSLEFTCONTROLALTRIGHTTOSIDEWAYSRIIGHTALLYNAFTERCHECKINKBDSTATEIFTHECORRESPONDINGLEVELBUTTONISCURRENTLYPRESSEDTHENIWILLCALLRESPECTIVEEVENTINVOCATIONMETHODSWITCHCASEBLOCKFORUCHANGESINLEVELBUTTONSTATUS.THEREFOREIUSEDASKETCHACASEBLOCKWHEREIKICKOFFALLMYEVENTINVOCATIONSINSIDEUPDATEFUNCTIONENDIFYOULOOKINTOPROJECTWINDOWYOUCANSEETHERETYPEOFSCRIPTSFORTHESCRIPTI’MUSINGCONTROLLERSYSTEMSCRIPT.THISISWHEREIIMPLEMENTALLMYCONTROLLERSYSTEMLOGIC.IHAVETAKENTWOCONTRIBUTIONSFROMDIFFERENTOPENSOURCEPROJECTSTHATHAVEHELPEDMEBUILDTHISCONTROLLERSYSTEMONEISTHESHIFTSYSTEMWHICHALLOWSYOUCHARACTERSTOSHIFTLEFTORSHIFTRIDESTEVENWHENPEOPLEAREN’TSHIFTLOCKENABLEDTOALLOWCHARACTERTOSTAYSILENTLYONTHESTEPSOUNDONLYPLAYSONESHIFTLOCKENABLEDBUTNOTWITHSHIFTUNLOCKENABLEDTHEOTHERCONTRIBUTIONISTHESHOTCONTROLSYSTEMWHICHALLOWSYOUTOUSESHORTHOLDINTERVALSTOSHOOTWITHYOURCHARACTERINSTEADOFHAVETOCONTINUOUSLYPRESSSHOTBUTTONFORTOSHOTCONTINUOUSLYIFYOULOOKINTOPROJECTWINDOWYOUCANCHECKOUTTHOSESCRIPTSFORTHOSECONTRIBUTIONS.BUTNONEOFTHOSEAREREQUIREDFORTHISPARTIIIPARTIIISSIMPLEREQUIREMENTSTHISSHIFTSYSTEMISHARDLYUSEDBYMOSTGAMESUNLESSYOUREALLYINTENDTODOGREATCOMBATSCENARIOSINCETURNBASEDCOMBATSYSTEMAREMORECOMMONITYNITEDENGINEINCLUDESACTIONMAPPERSYSTEMBUILTINTHTHEREFOREINOCCASIONALLYYOUCOULDSEELIKEUSINGSUCHAUTILITYCLASSLIKEACTIONMAPPERBUTFORMOSTPURPOSESTHIREREQUIREMENTSARESIMPLEENOUGHSOIFYOULOOKINTOPROJECTWINDOWYOUCANCHECKOUTTHEFILESINDIRECTORIESINCLUDEDINPARTIIIBASICALLYWHATIWANTTODOFIRSTISSETUPMYSCENESECONDARYSCRIPTABLEOBJECTSMATERIALSCENESETTINGS.CAMERASETTINGS.FLOORSETTINGS.MARKERTYPESETTINGS.SPRITESETTINGS.PARTICLESETTINGSDRIVERSETTINGSCARSETTINGSPATHSETTINGSRACERACINGCARCOMPONENTSETTINGSDRIVERCOMPONENTSETTINGSTRACKCOMPONENTSETTINGSPATHCOMPONENTSETTINGSLIGHTCOMPONENTSETTINGSMATERIALCOMPONENTSETTINGSPARTICLECOMPONENTSETTINGSVIDEOPLAYERCOMPONENTSETTINGSHUDCOMPONENTSETTINGSRACEHUDINFOCOMPONENTSETTINGSBLIPINFOCOMPONENTSETTINGSBLIPGROUPINFOCOMPONENTSETTINGSVIDEOPLAYERINFOCOMPONENTSETTINGSIHAVETODEFINEALLTHISELEMENTSINSIDEMAINMENU.SCRIPT.FILE.IHAVETODEFINEALLTHEELEMENTSINSIDEMAINMENU.SCRIPT.FILE.BUTDONTCOPYPASTEALLELEMENTSTHENEXTTIMEIWILLSHOWYOUHOWIDOIDTHANKYOUVERYMUCHFORYOUWATCHTHISVIDEOANDPLEASESUBSCRIBEANDLEAVEAFAVORITECOMMENTSHARECOMMENTSHARESHARESHARESHARESHARESHARESHARESHARESHARESHARESHARE SHARE SHARE SHARE SHARE SHARE SHARE SHARE SHARE SHARRRRRRRRRRRRRRRRRRRRRRRRARRRGGGGGGGGGGGGGGGGGGGGGGGGGLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLOOLLLLOOLLLLLOOLLLLLOOLLLLLOOLLLOOLLLLOOLLLOOLLLLLOOLL LOOLLL LOOLL LOOLL LOOLL LOLLL LOL LL OL LL OL LL OL LL OL LL OL LL OL LL OL LL OL LL OL LL OO L OO L OO L OO L OO L OO L OO L OO L OO LI IL LI IL LI IL LI IL LI IL LI IL LI IL LI IL LI IL LI IL LI II II II II II II II II II IC CC CC CC CC CC CC CC CC CC CC CCIICCCIIICCIIIICC III ICC III ICC III ICC III ICC III ICC III ICC III ICCIIIICCC

    © 2025 All rights reserved. Powered Betwhales.net