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Question by Dreaa · Oct 30, 2018 at 09:29 PM · charactercontrollerinertia

Inertia when running

Hello,

i'm using a character controller and i'd like to add an inertia if the direction change is too brutal.

Hereis my deplacement code public void UpdateDirection(Vector3 dir) { var cameraAngle = this.cameraReferential.rotation; this.cameraReferential.eulerAngles = new Vector3(0,this.cameraReferential.eulerAngles.y,0); dir = this.cameraReferential.rotation * dir; this.cameraReferential.rotation = cameraAngle; this.direction = dir * this.speed; }

the problem is the fact that Vector3.Angle doesn't send the value i'm expecting. I'd like to do something like if (Vector3.Angle(OldDirection, newDirection) > 180 { // Do some inertia and play animations }

But i actually can't get it to work and this is kind of frustrating. If you have any idea of how i could get the orientation i have before switching direction and the new one and comparate both in a reliable way (because Vector.Angle doesn't, or i'm using it wrong, i don't know)

then i think i could do the rest by myself or maybe a bit of indication of how apply actual inertia would be great.

Thanks a lot!

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avatar image Dreaa · Nov 02, 2018 at 08:05 AM 0
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Hello, a little up.

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