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This question was closed Dec 06, 2013 at 08:50 AM by fafase for the following reason:

The question is answered, right answer was accepted

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Question by Cooper37 · Oct 30, 2013 at 07:18 PM · triggersthird-personclimbingladder

Third Person Ladder Help!

Hi! I'm working on the climbing mechanics of my game which is fairly simple. The player jumps on the model with a trigger, and all of his movement controls stop, and a climb controls is activated:

     function Climb(){
         if(Input.GetKey("w")){
             transform.position.y += ladderSpeed * Time.deltaTime;
         }
         if(Input.GetKey("s")){
             transform.position.y -= ladderSpeed * Time.deltaTime;
         }
         if(Input.GetKey("a")){
             transform.Translate(Vector3.left * Time.deltaTime * ladderSpeed);
         }
         if(Input.GetKey("d")){
             transform.Translate(Vector3.right * Time.deltaTime * ladderSpeed);
         }
     }
     function OnTriggerEnter(other : Collider){
         if(other.gameObject.tag == "Ladder"){
             canMove = false;
             Climb();
             if(Input.GetButton("Jump")){
                 transform.Translate(Vector3.down * Time.deltaTime * ladderSpeed * 4);
             }
         }
     }

The problem is that this is a third person game, so I want to know how to snap my player to face DIRECTLY towards the ladder, no matter how the ladder is rotated. Thanks! :)

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avatar image Cooper37 · Oct 30, 2013 at 07:20 PM 0
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Sorry, the code samples don't work for $$anonymous$$e. You can ask me for specific code you'd like to see.

avatar image Cooper37 · Dec 05, 2013 at 01:55 PM 0
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BU$$anonymous$$P......

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Answer by fafase · Dec 05, 2013 at 02:28 PM

     Quaternion rotation = Quaternion.LookRotation(ladder.transform.forward);
     transform.rotation = rotation;

This will depend where the forward of the ladder is pointing, all in all take a vector on the ladder that points opposite than the player and the player will align with it.

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avatar image Cooper37 · Dec 05, 2013 at 07:08 PM 0
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So how would the player know what "ladder" from ladder.transform.forward, is? ladder is not a transform object I place in the inspector, but it's an object with a trigger.

Is there a way I could recognize the ladder when the player enters the trigger?

avatar image fafase · Dec 05, 2013 at 08:19 PM 0
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The ladder is an object with a box collider as trigger attach to it. Attach a script with a OnTriggerEnter method, this script is on the ladder object so you have access to the transform of the ladder then you can also access the other object, the player:

 function OnTriggerEnter(col:Collider){
    if(col.gameObject.tag == "Player"){
       col.gameObject.transform.rotation = Quaternion.LookRotation(transform.forward);
    }
 }
avatar image Cooper37 · Dec 06, 2013 at 01:34 AM 0
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This worked perfectly. I had to change it to Quaternion.LookRotation(-transform.forward); so that the player will face what he's climbing. It even gives a nice jump boost at the top of the ladder.

Thank you for helping!:)

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