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Make a pillar fall in the right direction
I have an object with a hinge joint attached that I want to make fall in my direction. At the bottom of my object, we can see the anchor. With my current code, the object would fall in the direction based on the anchor, but I want the object to fall in my direction, so I need to change the anchor based on the raycasthit, how can I do that?
My current code without changing the anchors:
RaycastHit hit;
if (Physics.Raycast(playerCamera.transform.position, playerCamera.transform.forward, out hit, raycastRange))
{
hit.collider.rigidbody.AddForce(-playerCamera.transform.forward * 100f);
}
Answer by CoalCzar · Oct 09, 2013 at 08:26 PM
Using the vector from the direction towards the player (without the Y component) and the UP vector, you must use the Vector3.Cross function to find a perpendicular vector (so that it will rotate over hinge joint). I tested this code and it works.
myJoint = GetComponent<HingeJoint>();
RaycastHit hit;
if (Physics.Raycast(playerCamera.transform.position, playerCamera.transform.forward, out hit, raycastRange))
{
Vector3 direction = (new Vector3(transform.position.x, 0.0f, transform.position.z) - new Vector3(goChar.transform.position.x, 0.0f, goChar.transform.position.z)); // Get the vector to the player without the Y vector
Vector3 perpendicularAxis = Vector3.Cross(direction, Vector3.up); // Making a plane with the direction toward the player and the UP vector and get a perpendicular vector
myJoint.axis = perpendicularAxis; // Set the axis towards the perpendicular direction
hit.collider.rigidbody.AddForce(direction.normalized * 100f);
}
Hello. Thank you for the answer, but that's not it. I've updated my question, hope that it's clearer now.
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