Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Kun-No-Name · Jun 10, 2016 at 12:09 PM · rotationcolliderhumanoid

Need help with walk on the wall and ceiling

I want to create the game that control with keyboard like key arrow and the character can walk to the wall smoothly. I think i will use the local gravity to be perpendicular and use collider to curve between floor and wall then when youwalk the rotation will change by your rotation and make your feet stick to the floor while change gravity graually. This is my code. using UnityEngine; using System.Collections;

 public class PlayerMovement : MonoBehaviour
 {
     float speed = 2f;
     Vector3 movement;
     Vector3 currentVector;
     Rigidbody playerRB;
     Animator anim;
     Quaternion targetRotation;
     public float RotationSpeed = 400f;
     public Transform GravityPoint;
     Ray downRay;
     
     void Awake ()
     {
         anim = GetComponent<Animator>();
         playerRB = GetComponent<Rigidbody>();
         downRay = new Ray(transform.position, (GravityPoint.position - transform.position).normalized);
         //currentVector = (GravityPoint.position - transform.position).normalized;
     }
 
     void Start()
     {
         
     }
     
     void Update()
     {
         if(Physics.Raycast(downRay, 100))
         {
 
         }
     }
 
     void FixedUpdate ()
     {        
         float h = Input.GetAxisRaw("Horizontal");
         float v = Input.GetAxisRaw("Vertical");        
         Move(h, v);
         Rotate(h,v);
         Animate(h, v);
         currentVector = (GravityPoint.position - transform.position).normalized;
         playerRB.AddForce(currentVector * 10);
         Debug.Log(transform.eulerAngles.x );
         Debug.Log(transform.eulerAngles.y);
         Debug.Log(transform.eulerAngles.z);
     }
 
     void Move(float h ,float v)
     {
         movement.Set(h, 0f, v);
         movement = movement.normalized * speed * Time.deltaTime;
         playerRB.MovePosition(transform.position + movement);
     }
 
     void Rotate(float h , float v)
     {
         if(h == 0 && v == 1)
         {
             targetRotation = Quaternion.AngleAxis(315f , Vector3.up);
         }
         else if(h == 1 && v == 1)
         {
             targetRotation = Quaternion.AngleAxis(0f, Vector3.up);
         }
         else if(h == 1 && v == 0)
         {
             targetRotation = Quaternion.AngleAxis(45f, Vector3.up);
         }
         else if (h == 1 && v ==-1)
         {
             targetRotation = Quaternion.AngleAxis(90f, Vector3.up);
         }
         else if (h == 0 && v == -1)
         {
             targetRotation = Quaternion.AngleAxis(135f, Vector3.up);
         }
         else if (h == -1 && v ==-1)
         {
             targetRotation = Quaternion.AngleAxis(180f, Vector3.up);
         }
         else if (h == -1 && v == 0)
         {
             targetRotation = Quaternion.AngleAxis(225f, Vector3.up);
         }
         else if (h == -1 && v == 1)
         {
             targetRotation = Quaternion.AngleAxis(270f, Vector3.up);
         }
         transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, RotationSpeed * Time.deltaTime);        
     }
 
     void Animate(float h, float v)
     {
         bool walking = (h != 0f) || (v != 0f);
         anim.SetBool("Iswalking", walking);
     }
 
     /*void OnDrawGizmos()
     {
         
         Gizmos.DrawRay(ray);
     }*/
 }

alt text

Now the problem is when my character is invert and i hit the button to move it will try to make rotation back to normal like (0,0,0) and I don't know how to solve this. If you have any suggestion please tell me. Thank you very much.

curve.png (480.9 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Move rotating object by friction 0 Answers

[Tutorial]Astroid Unexpectedly Changes Position while rotating[Space Shooter],[Tutorial Help][Space Shooter]Astroid unexpectidely Changes Posistion While Rotating 0 Answers

Get the rotation of a collided object [3D]? 0 Answers

i have a model with capsule collider on it and when i shoot it want to dead but it not working 0 Answers

How can i limit the rotation of an object, when a key is pressed? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges