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Question by Hyperactive · Jun 02, 2014 at 09:34 AM · raycasttriggerplayermove

Trigger move object only when player isn't looking at object

Hi!

So I've gotten as far as getting a trigger that moves a target when a Player enters it. Which is great!

 public Transform OBJ;
 
     public Vector3 OBJTargetOffset;
     public float raiseTime = 2; 
     Vector3 OBJStart;
     Vector3 OBJTarget;
     
     public GameObject player;
 
 
 
     void Start()
     {
         OBJStart = OBJ.position;
         OBJTarget = OBJStart + OBJTargetOffset;
     }
     
     void OnTriggerEnter(Collider other)
     {
             if(other.tag == "Player")
         {
             StartCoroutine(RaiseOBJ(raiseTime));
         }
     }
     
     IEnumerator RaiseOBJ(float time)
     {
         float elapsedTime = 0;
         while(elapsedTime < time)
         {
             OBJ.position = Vector3.Lerp(OBJStart, OBJTarget, elapsedTime / time);
             elapsedTime += Time.deltaTime;
             yield return null;
         }
         OBJ.position = OBJTarget;
     }
     
     void Update () {
     
     }
 }

But for a little more flexibility I'd like to find out how to have the trigger only move the target when it isn't (or is) in the Players FOV.

Something with

 Transform cameraTransform = null;
     
 cameraTransform = GameObject.FindWithTag("MainCamera").transform;

And a ray

 Vector3 rayDirection = cameraTransform.TransformDirection(Vector3.forward);
         Vector3 rayStart = cameraTransform.position + rayDirection;

Would do the job, but I just can't seem to get it.

Thanks in advance!

Hyper

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avatar image Hyperactive · Jun 02, 2014 at 02:51 PM 0
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So I've been messing around a bit and haven't found anything good yet.

Not sure why this does't work

 void OnTriggerEnter(Collider other)
     {
         if (renderer.isVisible && other.tag == "Player")
         {
             StartCoroutine(RaiseOBJ(raiseTime));
         }
     }

With this code, nothing happens.

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Best Answer

Answer by Hyperactive · Jun 02, 2014 at 10:05 AM

Using

 renderer.IsVisible

Might do the trick!

Going to try and combine it with my script now.

Hyper

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