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Question by angryFlo · Aug 15, 2014 at 08:36 AM · rotationpositionwaypoint system

Problem with waypoints and positon+rotation changing

Hi, i try to use waypoints to let a car drive through a array of waypoints, if the car hit a special object it should then use the waypoints to drive a specific way.

But my problem is the car drives through mysterious coordinates i can't understand.

Maybe someone can explain me what i'm doing wrong her ?

This is the script attached at the car:

 using UnityEngine;
 using System.Collections;
 
 public class CarLogic : MonoBehaviour {
 
     public float maxSpeed = 5f;
     public float currentSpeed; 
     Transform[] PathLeft;
     Vector3 nextposition;
     Quaternion nextrotation;
 
     void Start() {
         Go();
     }
     
     void FixedUpdate() {
         rigidbody.MovePosition( rigidbody.position + (transform.right * currentSpeed * Time.fixedDeltaTime) );
     }
     
     void Go() {
         currentSpeed = maxSpeed;
     }
 
     void Left() {
         currentSpeed = maxSpeed;
         for ( int i = 0; i < PathLeft.Length ; i++)
         {
             nextrotation = PathLeft[i].rotation;
             nextposition = PathLeft[i].position;
         }
         transform.rotation = Quaternion.Slerp(transform.rotation , nextrotation , Time.fixedDeltaTime);        
     }
     
     void Stop() {
         currentSpeed = 0f;
     }
     
     void OnTriggerEnter(Collider other) {
         Transform trans = other.gameObject.transform;
         
         if ( trans.CompareTag("Ampelstreifen") || trans.CompareTag("Auto") ) {
             Stop();
         }
     }
     
     void OnTriggerExit(Collider other) {
         Transform trans = other.gameObject.transform;
         
         if ( trans.CompareTag("Auto") ) {
             StartCoroutine(PauseAndGo());
         }
     }
     
     void OnTriggerStay(Collider other) 
     {
         Transform trans = other.gameObject.transform;
 
         if ( trans.CompareTag("Ampelstreifen") ) {
 
             if ( trans.GetComponentInParent<AmpelLogic>().state ) { 
                 PathLeft = trans.Find("PathLeft").GetComponentInParent<WayPoints>().wegpunkte; //Get the Waypoints from another script
                 Left();
             }
         }
     }
     
     IEnumerator PauseAndGo() {
         yield return new WaitForSeconds(pauseBeforeGo);
         Go();
     }    
 }
 
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