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Question by shadowhao1991 · Feb 16, 2016 at 06:20 AM · rigidbodycharactercontrollerskin

Charactercontroller skin width accurate

I have try to build a 3d sokoban model, I use charactercontroller as for my player prefab with a blocky move(one keypressdown per move at a block distance). When my player touch the wall the actual position is adjust to a (0.99, 0 , 1.01) with a skin width at 0.01. I want the player perfectly touch the wall when a wall ahead and also stand in the center of a floor block instead of keep a 0.01 distance away from the wall. Here is the code I written down for player.

 using UnityEngine;
 using System.Collections;
 
 public class Player : MonoBehaviour {
     
     private int counter;
     private CharacterController controller;
     private string tmp;
     // Use this for initialization
     void Start () {
         this.controller = GetComponent<CharacterController>();
         this.counter = -1;
     }
     
     // Update is called once per frame
     void Update () {
         if (Input.GetKeyDown(KeyCode.UpArrow))
         {
             MoveUp();
         }
         if (Input.GetKeyDown(KeyCode.DownArrow))
         {
             MoveDown();
         }
         if (Input.GetKeyDown(KeyCode.LeftArrow))
         {
             MoveLeft();
         }
         if (Input.GetKeyDown(KeyCode.RightArrow))
         {
             MoveRight();
         }
     }
     //Control player to move up
     void MoveUp()
     {
         controller.Move(Vector3.forward);
     }
     //Control player to move down
     void MoveDown()
     {
         controller.Move(Vector3.back);
     }
     //Control player to move left
     void MoveLeft()
     {
         controller.Move(Vector3.left);
     }
     //control player to move right
     void MoveRight()
     {
          controller.Move(Vector3.right);
     }
 
 
 
    public void OnControllerColliderHit(ControllerColliderHit hit)
     {
         if(hit.gameObject.tag == "Crate")
         {
             Crate crate = hit.gameObject.GetComponent<Crate>();
             Vector3 direction;
             if (tmp == "Up")
             {
                 direction = new Vector3(0, 0, 1);
             } else if (tmp == "Down")
             {
                 direction = new Vector3(0, 0, -1);
             }else if(tmp == "Left")
             {
                 direction = new Vector3(-1, 0, 0);
             }else if(tmp == "Right")
             {
                 direction = new Vector3(1, 0, 0);
             }
             else
             {
                 direction = new Vector3(0, 0, 0);
             }
             Debug.Log(direction);
             Debug.Log(tmp);
             crate.Push(direction);
         }
     }
 
 }
 
 using UnityEngine;
 using System.Collections;
 
 public class Wall : MonoBehaviour {
 
     // Use this for initialization
     void Start () {
     }
     
     // Update is called once per frame
     void Update () {
     
     }
 }
 
 using UnityEngine;
 using System.Collections;
 
 public class Crate : MonoBehaviour {
     private Vector3 targetPosition;
     private bool moving = false;
     // Use this for initialization
     void Start () {
         this.targetPosition = this.transform.position;
     }
     
     // Update is called once per frame
     void Update () {
         if(this.transform.position == this.targetPosition)
         {
             this.moving = false;
             return;
         }
 
         if (this.moving)
         {
             float step = 3.5f * Time.deltaTime;
             this.transform.position = Vector3.MoveTowards(this.transform.position, this.targetPosition, step);
         }
     }
 
     public void Push(Vector3 direction)
     {
         if (this.moving)
             return;
         if (Physics.Raycast(this.transform.position, direction, 0.4f))
         {
             this.moving = false;
             return;
         }
 
         this.moving = true;
         this.targetPosition = transform.position + direction;
         Debug.Log(targetPosition);
     }
 }
 

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avatar image hexagonius · Feb 16, 2016 at 09:16 PM 1
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I don't think it's a good idea to rely on collider sizes and sin widths and bounds. since your game is grid based you know the center points of each tile exactly. use this info ins$$anonymous$$d to move around

avatar image shadowhao1991 hexagonius · Feb 17, 2016 at 01:20 AM 0
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Thank you, i have found itween and use grid pixel movement ins$$anonymous$$d.

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