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Question by salevan3 · May 07, 2017 at 07:09 PM · raycastvector3tagstransform.translategameobject.find

Could someone help me with my script? "How to translate object to a Vector3 of another object using raycast"

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class MoveToObject : MonoBehaviour {

 public bool isMoving = false;
 public float lockPos = 0;
 public Vector3 CP;
 public Vector3 hitGameObject;
 public string planet;
 private GameObject Objective;
 private Vector3 YourDestination;

 void Start () 
 {
     
 }
 
 void FixedUpdate()
 {
     transform.rotation = Quaternion.Euler(lockPos, lockPos, lockPos);

     if (Input.GetMouseButtonDown(0))             
     {
         Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);        
         RaycastHit hit;

         if (Physics.Raycast (ray, out hit))
         {
             CP = transform.position;
             isMoving = true;
             if (hit.transform.tag == "Planet") 
             {
                 hitGameObject = (hit.point);
                 Vector3 YourDestination = new Vector3(hitGameObject.x, hitGameObject.y, -4);

                 //hit.collider.gameObject.name = planet;
                 //Objective = GameObject.Find(planet);
                 //Objective.transform.position = hitGameObject;
                 //YourDestination = new Vector3 (hitGameObject.x, hitGameObject.y, -4);
             }
         }

         if (isMoving)
         {
             //transform.Translate ((CP - YourDestination) * Time.deltaTime);
             transform.Translate ((CP - YourDestination) * Time.deltaTime);
         }
     }
 }

}

We have a spaceship. If i press on the planet on the certain distance from me - spaceship should go to it's coordinates X/Y but the coordinate Z should still be -4. It just doesn't move but it shows me the coordinates of me raycast hit.point...

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Answer by AtGfx · May 08, 2017 at 11:29 AM

Hello @salevan3 !

Here is your working script :

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class MoveToObject : MonoBehaviour
 {
 
   public bool isMoving = false;
   public float lockPos = 0;
   public Vector3 CP;
   public Vector3 hitGameObject;
   public string planet;
   private GameObject Objective;
   private Vector3 YourDestination;
   void Start()
   {
 
   }
 
   void FixedUpdate()
   {
     transform.rotation = Quaternion.Euler(lockPos, lockPos, lockPos);
 
     if (Input.GetMouseButtonDown(0))
     {
       Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
       RaycastHit hit;
       if (Physics.Raycast(ray, out hit))
       {
         CP = transform.position;
         
         if (hit.transform.tag == "Planet")
         {
           isMoving = true;
           hitGameObject = (hit.point);
           YourDestination = new Vector3(hitGameObject.x, hitGameObject.y, -4);
         }
       }
     }
 
     if (isMoving)
     {
       transform.Translate((YourDestination - CP) * Time.deltaTime);
 
       if (Vector3.Distance(transform.position, YourDestination) < 0.1)
       {
         isMoving = false;
       }
     }
   }
 }

A couple of mistake were made :

  • put your isMoving block outside the Input.GetMouseButtonDown block : it allows to move your object after you have clicked a planet

  • assing isMoving = true after you check that the tag is planet otherwise you will move when you click something else

  • when you calculate a displacement it is destPos - initialPos (so YourDestination - CP is correct, CP - YourDestination is not)

  • add a check to determine if your object is close enough to your planet to stop it moving

  • You redefine a YourDestination vector when you assign it... so the value is lost at next update

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