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Question by LexLthr · Jul 31, 2018 at 11:01 PM · c#interactionnav meshobject movement

controlling objects with a character controlled by a nav mesh agent

I'm trying to control objects(like cubes) in my game and move around with them using a 3rd person character controlled by a nav mesh agent. The main objective is to be able to some extent grab onto a cube(or make the cube stick to player when he interacts with it) and move around with it and at the end deposit the cube behind a truck. When the player holding the cube interacts with the truck(behind the truck) as he deposits, the cube should be destroyed or hidden for optimisation purposes. As I said before my player is controlled by a nav mesh agent and has a capsule col & rigidbody attached and I have a Interaction script currently attached to other objects in which the player picks up/collects and those items hide and show up in my inventory slots. but unlike what I'm trying to achieve these items are not movable. Thanks in advance I hope I was understandable. Heres the relevant code:

[Code=CSharp]

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.AI;
 
 [RequireComponent(typeof(NavMeshAgent))]
 public class PlayerMotor : MonoBehaviour
 {
 
     Transform target;           //Target to follow
     NavMeshAgent agent;         //Referance to agent
     // Use this for initialization
     void Start()
     {
         agent = GetComponent<NavMeshAgent>();
     }
 
     void Update()
     {
         if(target != null)
         {
             agent.SetDestination(target.position);
             FaceTarget();
         }
     }
 
     public void MoveToPoint(Vector3 point)
     {
         agent.SetDestination(point);
     }
 
     public void FollowTarget(Interactable newTarget)
     {
         agent.stoppingDistance = newTarget.radius * .8f;
         agent.updateRotation = false;
 
         target = newTarget.interactionTransform;
     }
 
     public void StopFollowingTarget()
     {
         agent.stoppingDistance = 0f;
         agent.updateRotation = true;
 
         target = null;
     }
 
     void FaceTarget()
     {
         Vector3 direction = (target.position - transform.position).normalized;
         Quaternion lookRotation = Quaternion.LookRotation(new Vector3(direction.x, 0f, direction.z));
 
         if(direction != Vector3.zero)
         {
             transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * 5f);
         }
 
     }

}[/Code]

[Code=CSharp]

 using UnityEngine.EventSystems;
 using UnityEngine;
 
 [RequireComponent(typeof(PlayerMotor))]
 public class PlayerController : MonoBehaviour
 {
     Camera cam;
     PlayerMotor motor;
 
     public Interactable focus;
 
     public LayerMask movementMask;     //Filter out everything not walkable
 
     // Use this for initialization
     void Start()
     {
         cam = Camera.main;                   //Referance to camera
         motor = GetComponent<PlayerMotor>(); //Referance to motor
     }
 
     // Update is called once per frame
     void Update()
     {
         if (EventSystem.current.IsPointerOverGameObject())
             return;
         
 
         //If we left click on mouse
         if (Input.GetMouseButtonDown(0))
         {
             //We create a ray
             Ray ray = cam.ScreenPointToRay(Input.mousePosition);
             RaycastHit hit;
 
             //If the ray hits
             if (Physics.Raycast(ray, out hit, 100, movementMask))
             {
 
                 motor.MoveToPoint(hit.point);   // Move to where we hit
                 RemoveFocus();
 
             }
         }
 
         //If we right click on mouse
         if (Input.GetMouseButtonDown(1))
         {
             //We create a ray
             Ray ray = cam.ScreenPointToRay(Input.mousePosition);
             RaycastHit hit;
 
             //If the ray hits
             if (Physics.Raycast(ray, out hit, 100))
             {
                 Interactable interactable = hit.collider.GetComponent<Interactable>();
                 if (interactable != null)
                 {
                     SetFocus(interactable);
                 }
 
             }
 
         }
 
     }
 
     void SetFocus(Interactable newFocus)
     {
         if(newFocus != focus)
         {
             if(focus != null)
              focus.OnDefocused();
 
             focus = newFocus;
             motor.FollowTarget(newFocus);
 
         }
 
         newFocus.OnFocused(transform);
         }
 
     void RemoveFocus()
     {
         if(focus != null)
          focus.OnDefocused();
 
         focus = null;
         motor.StopFollowingTarget();
     }
 }

[/Code]

[Code=CSharp]

 using UnityEngine;
 
 public class Interactable : MonoBehaviour
 {
     public float radius = 2f;
     public Transform interactionTransform;
 
     bool isFocus = false;
 
     Transform player;
 
     bool hasInteracted = false;
 
     public virtual void Interact()
     {
         //This method is meant to be overwritten
         Debug.Log("Interacting with" + transform.name);
     } 
 
     void Update()
     {
         if (isFocus && !hasInteracted)
         {
             float distance = Vector3.Distance(player.position, interactionTransform.position);
             if(distance <= radius)
             {
                 Interact();
                 hasInteracted = true;
             }
         }
     }
 
     public void OnFocused(Transform playerTransform)
     {
         isFocus = true;
         player = playerTransform;
         hasInteracted = false;
     }
 
     public void OnDefocused()
     {
         isFocus = false;
         player = null;
         hasInteracted = false;
     }
 
     private void OnDrawGizmosSelected()
     {
         if (interactionTransform == null)
             interactionTransform = transform;
         Gizmos.color = Color.yellow;
         Gizmos.DrawWireSphere(interactionTransform.position, radius);
     }
 }

[/Code]

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