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Question by nebulaisrighthere · Aug 09, 2018 at 01:49 AM · c#controllercollision detectionnot workingteleporting

Simple Teleportation Confusion

I want when my character touches the plane which I call "Floor" it teleport the player back to the start which is (0, 3, 40); You know floor is lava. This my code:

     private void OnControllerColliderHit(ControllerColliderHit hit)
     {

         if (hit.gameObject.name == "Floor")
         {
             transform.position = new Vector3(0, 3, 40);
         }
         Rigidbody body = hit.collider.attachedRigidbody;
         //dont move the rigidbody if the character is on top of it
         if (m_CollisionFlags == CollisionFlags.Below)
         {
             return;
         }

         if (body == null || body.isKinematic)
         {
             return;
         }
         body.AddForceAtPosition(m_CharacterController.velocity * 0.1f, hit.point, ForceMode.Impulse);
     }

When you replace the teleportation code with a debug.log code it notices that the player is on the plane

         if (hit.gameObject.name == "Floor")
         {
             Debug.Log("TouchingFloor");
         }

Its wierd..

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avatar image Firedan1176 · Aug 09, 2018 at 02:27 AM 1
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What is your confusion over specifically?

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Answer by nebulaisrighthere · Aug 17, 2018 at 12:56 PM

Never Mind I did it.

Here the code if anyone else needs it..

         private bool Touched;

         if (Touched)
         {
             transform.position = new Vector3(-3, 0, 17);
             Touched = false;
             Debug.Log("Reset");
         }
     private void OnControllerColliderHit(ControllerColliderHit hit)
     {
         Rigidbody body = hit.collider.attachedRigidbody;
         //dont move the rigidbody if the character is on top of it
         if (hit.gameObject.name == "Floor")
         {
             Touched = true;
         }

         if (m_CollisionFlags == CollisionFlags.Below)
         {
             return;
         }

         if (body == null || body.isKinematic)
         {
             return;
         }
         body.AddForceAtPosition(m_CharacterController.velocity * 0.1f, hit.point, ForceMode.Impulse);
     }


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