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Question by sullivanshad · Dec 02, 2013 at 03:42 AM · c#positionplayer

Strange shifting when reseting player position to origin

I've been working on a script that will reset the position of the player back to the origin(0,0,0), when a certain object is touched. The object resets it's position fine at first, but then drifts several units to one side before stopping, which I don't want. This is the code:

 using UnityEngine;
 using System.Collections;
  
 public class ControllerScript : MonoBehaviour {
     public float speed = 1.0f;
  
     public Vector3 endPos;
     public static bool moving = false;
     public static int health = 100;
     private Vector3 initialPosition;
     private Quaternion initialRotation;
     void Start () {
        endPos  = transform.position;
        initialPosition= transform.position;
       initialRotation=transform.rotation;
     }
  
     void Update () {
         bool hittingForward=false;
         if(Physics.Raycast(transform.position, Vector3.forward, 1)){
             hittingForward=true;
         }
             bool hittingRight=false;
         if(Physics.Raycast(transform.position, Vector3.right, 1)){
             hittingRight=true;
         }
             bool hittingLeft=false;
         if(Physics.Raycast(transform.position, Vector3.left, 1)){
             hittingLeft=true;
         }
             bool hittingBackwards=false;
         if(Physics.Raycast(transform.position, -Vector3.forward, 1)){
             hittingBackwards=true;
         }
         
        if (moving && (transform.position == endPos)){
          moving = false;
             }
        if(!moving && Input.GetKey(KeyCode.W) && hittingForward==false){
          moving = true;
          endPos = transform.position + Vector3.forward;
        }
         if(!moving && Input.GetKey(KeyCode.D) && hittingRight==false){
          moving = true;
          endPos = transform.position + Vector3.right;
        }
         if(!moving && Input.GetKey(KeyCode.A) && hittingLeft==false){
          moving = true;
          endPos = transform.position + Vector3.left;
        }
         if(!moving && Input.GetKey(KeyCode.S) && hittingBackwards==false){
          moving = true;
          endPos = transform.position - Vector3.forward;
        }
  
        transform.position = Vector3.MoveTowards(transform.position, endPos, Time.deltaTime * speed);
         if(health==0){
             Destroy(gameObject);
     }
 }
 void OnTriggerEnter(Collider col){
         if(col.gameObject.tag=="Finish" && overseer.floors<60){
             Debug.Log ("colliding");
             GameObject[] name1=GameObject.FindGameObjectsWithTag("room");
             GameObject[] name2=GameObject.FindGameObjectsWithTag("environment");
             GameObject[] name3=GameObject.FindGameObjectsWithTag("Trap");
             GameObject[] name4=GameObject.FindGameObjectsWithTag("Path");
 
             foreach(GameObject room in name1){
             Destroy(room);
             }
             foreach(GameObject environment in name2){
             Destroy(environment);
             }
             foreach(GameObject Trap in name3){
             Destroy(Trap);
             }
             foreach(GameObject Path in name4){
             Destroy(Path);
             }
             Destroy(GameObject.FindWithTag("Finish"));
             overseer.floors++;
             overseer.nextfloor=true;
             transform.position=initialPosition;
             transform.rotation=initialRotation;
         }
     }
 }


does anyone know why this would be happening? I don't have any animations on the character yet, so that wouldn't be an issue. thanks.

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Answer by robertbu · Dec 02, 2013 at 03:46 AM

Between lines 84 and 85, insert:

 endPos = initialPosition;

Currently you are not resetting endPos, so line 56 is still trying to move your object to endPos.

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avatar image sullivanshad · Dec 02, 2013 at 03:08 PM 0
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worked like a charm! Thanks a lot!

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