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Question by myfutureistosleep · Nov 03, 2020 at 06:43 AM · unity 53d

Keep an object perpendicular to the surface it collides with and parallel to the floor

I am creating a small game where the player can shoot platforms that stick to the wall.

When a projectile hits a wall they are mostly perpendicular to the surface and parallel to the ground but not 100%, this can cause the player to slide off even with a high friction physics material. The prefab that is shot is an empty game object with a rigidbody and a box collider, The rotations are all frozen/constrained, there is a cube mesh but it does not have any physics components. The aim is to have the object always be at 90° to whatever surface it has impacted, the object scales along the X and Z-axis when it collides so that it is flat and acts as a platform.

I am fairly new to coding as such I do not know the necessary methods to calculate the two objects normals and make the platforms perpendicular.

Below is the collision detection code as well as my attempt at a very rough rotation fix that only works for certain angles since it will rotate around the Y and causes issues.

   if(col.gameObject.tag == "Level")
         {
            
             rb.constraints = RigidbodyConstraints.FreezeAll;
             cube.GetComponent<BoxCollider>().enabled = false;
             scale = true;
             StartCoroutine(ScaleOverTime(1));
             StopCoroutine(ScaleOverTime(1));
             StartCoroutine(DeScaleOverTime(1));
             transform.localRotation = Quaternion.Euler
             ( transform.localRotation.x, 90f,transform.localRotation.z );
 
         }'










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