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Question by gabrielbl · Sep 07, 2015 at 03:44 AM · navmeshagentplayer movement

How to set NavMeshAgent to move acording to own gameObject.tranform.forward?

Ok, i'm studing about the NavMesh componets implementing a game where the Camera always follow the player from behind. My problem is i want to move my player forward acording to my gameObject.transform.forward:

Vector3 targetPosition = new Vector3 (horizontalImput, 0f, verticalImput);

and send it to the NavMeshAgent handle the movimentation:

navMeshAgent.Move (targetPosition speed Time.deltaTime);

the NavMeshAgent move my gameObject correctly if his transform.foward is the same as the global Y axis but my object rotate (45º for example) how to i handle it?

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avatar image gabrielbl · Sep 07, 2015 at 02:44 AM 0
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After a while, ins$$anonymous$$d of using the input values to make the targetPosition i tried to use the transform.forward to create the targetPosition but i've notice that the nav$$anonymous$$eshAgent.$$anonymous$$ove doesn't work the way i was thinking.

Vector3 targetPosition = transform.forward; targetPosition.x = targetPosition.x horizontalImput; targetPosition.y = 0f; targetPosition.z = targetPosition.z verticalImput;

I've also tried to:

targetPosition.x = horizontalImput $$anonymous$$athf.Cos(rotationAngle) + verticalImput $$anonymous$$athf.Sin(rotationAngle); targetPosition.z = horizontalImput $$anonymous$$athf.Sin(rotationAngle) + verticalImput $$anonymous$$athf.Cos(rotationAngle);

but this operation didn't work cause the $$anonymous$$athf.Sin and $$anonymous$$athf.Cos was overflowing.

So if there is any kind of tip it would be helpfull =)

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Answer by gabrielbl · Sep 14, 2015 at 10:19 AM

Well, after a while doing other suff i manage to get a solution!

 // Create a target position according to input and lookingPosition.
 Vector3 verticalMovimentation = transform.forward * verticalImput;
 Vector3 horizontalMovimentation = transform.right * horizontalImput;
 
 float slerpTValue = Mathf.Abs(verticalImput / horizontalImput)/2;
 Vector3 targetPosition = Vector3.Slerp(horizontalMovimentation, verticalMovimentation, slerpTValue);
 targetPosition.y = 0.0f;
 
 // Move player
 navMeshAgent.Move(targetPosition * speed * Time.deltaTime);

not sure if it is the best way of doing it but fit as glove to me.

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