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Question by flyinfishtacos · Jun 17, 2016 at 09:20 PM · scripting problemmovementraycastingscriptingbasicsraycasthit

Getting a specific gameobject to move from Raycasthit

I am trying to get my character to "animate" and sleeping skeleton and move it to a position using raycasting, the ray is coming from the foot of my player and has the following script to it.

 using UnityEngine;
 using System.Collections;
 
 public class SpellRayCast : MonoBehaviour {
 
 public bool skelAwaken = false;
 public Vector3 destination;
 bool skelMove;
 public GameObject currentSkel;
 
     // Use this for initialization
     void Start () {
     }
 
     void FixedUpdate () 
     {
     RaycastHit hit;
     Ray ray = new Ray (transform.position, transform.forward);
     Vector3 forward =  transform.TransformDirection(Vector3.forward) * 10;
     Debug.DrawRay(transform.position, forward, Color.green);
 
         if (Input.GetMouseButtonUp(0)) 
         {
             Physics.Raycast(ray, out hit);
 
             if (hit.collider.gameObject.tag.Equals("Skeleton")) 
             {
                 currentSkel = hit.transform.gameObject;
                 Debug.Log("hit!!");
                 skelAwaken = true;
             }
             if (currentSkel.GetComponent<SkeletonController>().awaken == true) 
             {
                 NewRay();
 
             }
             if (currentSkel.GetComponent<SkeletonController>().hasMoved == true) 
             {
                 skelAwaken = false;
                 currentSkel = null;
             }
 
         }
     }
     
     public bool giveAwake(bool Res)
     {
     Res = skelAwaken;
     return Res;
     }
     void NewRay()
     {
     RaycastHit hit;
     Ray ray = new Ray (transform.position, transform.forward);
     Vector3 forward =  transform.TransformDirection(Vector3.forward) * 10;
         if (Input.GetKeyDown(KeyCode.Q)) 
         {
             if (Physics.Raycast(ray, out hit)) 
             {
             destination = hit.point;
             Debug.Log("new ray");
             }
         }
     }
 
 }

The Skeleton has the following script

 using UnityEngine;
 using System.Collections;
 
 public class SkeletonController : MonoBehaviour {
 
 
 Animation anim;
 public bool awaken;
 public bool woken;
 Rigidbody rBody;
 SpellRayCast awake;
 GameObject spell;
 public Vector3 dist;
 public float speed;
 public bool hasMoved;
     // Use this for initialization
     void Start () 
     {
     anim = GetComponent<Animation>();
 
     rBody = GetComponent<Rigidbody>();
     spell = GameObject.FindGameObjectWithTag("Spell");
     speed = speed * Time.deltaTime;
     }
     
     // Update is called once per frame
     void Update () 
     {
         Move();
         dist = GameObject.Find("SpellRayCast").GetComponent<SpellRayCast>().destination;
         awaken = GameObject.Find("SpellRayCast").GetComponent<SpellRayCast>().skelAwaken;
         if (awaken == true && woken == false) 
         {
             anim.Play("WakeUp");
             woken = true;
 
         }
     }
     void Checkawaken()
     {
         awaken = GameObject.Find("SpellRayCast").GetComponent<SpellRayCast>().skelAwaken;
     }
     void Move()
     {
         if (woken == true && dist != null) 
         {
             transform.position = Vector3.MoveTowards(transform.position, dist, speed);
             if (transform.position == dist) 
             {
                hasMoved = true;
             }
         }
     }
 }

The Skeleton will animate but will not move to location. It does not seem like the destination variable is making it to the dist variable. Any help would be appreciated.

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