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Question by Tuah · Nov 18, 2010 at 04:51 AM · collisionvector3lerpnormalcontact

Collision.contacts?

Is there some sort of odd order that Collision.contacts follows? Every time I use my functions, it keeps switching around and such.

What I really want to do is determine all the walkable normals the character is touching, and his surface is the average of all those normals. I know the average would require Lerping, but what of the normals he's standing on? How could I go about reading those fluently?

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Answer by jameslee0227 · Nov 18, 2010 at 08:20 AM

recommand

  1. use unity help

  2. sample raycast

RaycastHit hit;

if(Physics.Raycast(rigidbody.position, Vector3.down, out hit))

3.OnCollision

void OnCollisionEnter(Collision collision)
{

#region DRAW COLLISION NORMAL Vector3 refrectionDirection = Vector3.zero; foreach (ContactPoint contact in collision.contacts) { Debug.DrawRay(contact.point, contact.normal*10, Color.white);

     refrectionDirection += contact.normal;
 }

 collisions.Add(collision.contacts);
 #endregion

}

void Update() {

foreach (ContactPoint[] contacts in collisions)
    {
        foreach (ContactPoint contact in contacts)
        {
            Debug.DrawRay(contact.point, contact.normal, Color.white);
        }
    }

}

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avatar image Tuah · Nov 18, 2010 at 07:17 PM 0
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Woot! This worked perfectly.

Given, now I have to use a method for keeping my character vertical than changing transform.rotation, but the surface is now perfect!

avatar image DanJC · Apr 26, 2013 at 04:34 AM 1
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Just a comment that contact.normal is not the surface normal. It's the collision normal, which is the direction in which the 2 objects want to push away from each other.

To get the surface normal accurately you would want to raycast to that contact.point, and then use the raycast's hit.normal.

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