Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Casss · Dec 20, 2016 at 12:08 AM · navmeshnavmeshagentnavigationnav mesh

Navigation

Hi!How I can move my player without NavMesh? using UnityEngine; using System.Collections;

 /// <summary>
 /// Abstract Class from which all characters in the game will derive from.
 /// </summary>
 
 
 [RequireComponent(typeof(Rigidbody))]
 [RequireComponent(typeof(NavMeshAgent))]
 public abstract class Character : MonoBehaviour
 {
     private Vector2 startPos;
     private Vector2 endPos;
     private InputType touchInput;
     public bool HasJustTeleported { get; set; }
     public Direction facingDirection;
 
     /// <summary>
     /// Make Navmesh Agent move to certain destination
     /// </summary>
     /// <param name="destination"></param>
     public virtual void Move(Vector3 destination)
     {
         NavMeshAgent agent = GetComponent<NavMeshAgent>();
         agent.SetDestination(destination);
     }
 
     /// <summary>
     /// Pass in a direction to Raycast in
     /// </summary>
     /// <param name="direction"></param>
     /// <returns></returns>
     public bool RaycastInDirection(Direction direction, out RaycastHit hit)
     {
         Vector3 raycastDirection;
         switch (direction)
         {
             case Direction.FORWARD:
                 {
                     raycastDirection = new Vector3(1, 0, 0);
                     break;
                 }
             case Direction.BACKWARD:
                 {
                     raycastDirection = new Vector3(-1, 0, 0);
                     break;
                 }
             case Direction.RIGHT:
                 {
                     raycastDirection = new Vector3(0, 0, -1);
                     break;
                 }
 
             case Direction.LEFT:
                 {
                     raycastDirection = new Vector3(0, 0, 1);
                     break;
                 }
             default:
                 {
                     raycastDirection = new Vector3();
                     break;
                 }
         }
         Vector3 raycastOrigin = transform.position;
         raycastOrigin.y += 1;
         Debug.DrawRay(raycastOrigin, raycastDirection);
         return Physics.Raycast(raycastOrigin, raycastDirection, out hit,4);
     }
     /// <summary>
     /// Sets the direction in which the character is facing. Also updates the Direction variable.
     /// </summary>
     /// <param name="direction"></param>
     public void SetCharacterDirection(Direction direction)
     {
         switch (direction)
         {
             case Direction.RIGHT:
                 {
                     transform.eulerAngles = new Vector3(transform.eulerAngles.x, 180, 0);
                     break;
                 }
             case Direction.LEFT:
                 {
                     transform.eulerAngles = new Vector3(transform.eulerAngles.x, 0, 0);
                     break;
                 }
             case Direction.FORWARD:
                 {
                     transform.eulerAngles = new Vector3(transform.eulerAngles.x, 90, 0);
                     break;
                 }
             case Direction.BACKWARD:
                 {
                     transform.eulerAngles = new Vector3(transform.eulerAngles.x, -90, 0);
                     break;
                 }
         }
         facingDirection = direction;
     }
 
 
     /// <summary>
     /// Override this function to impart attack function to the character
     /// </summary>
     /// <param name="target"></param>
     public virtual void Attack(GameObject target)
     {
         print("Not implemented");
     }
 
     /// <summary>
     /// The game is split into Player phase and an AI phase
     /// This function executes in the update loop of the GameLoopManager
     /// </summary>
     public virtual void PhaseBehavior(TouchCommand command)
     {
         print("Not implemented");
     }
 }
 
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

85 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Problem with navagent killing FPS 0 Answers

for nav mesh agent, why is it that the base offset is 1 instead of 0 as default and why is setting it to 0 make the cylinder colider move down? 0 Answers

Problem with Unity NavMesh tools 1 Answer

NavMesh pathing not working 0 Answers

Override NavMesh Max Slope? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges