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Question by unity_aA5ExDZRCeJt-A · May 11, 2020 at 08:23 AM · movementcollider3ddetection

Unity C# - How to check if random moving gameobject is within boundaries

Hi I have a random moving gameobject moving in the scene with the attached code. The issue is that although there are boundary colliders with a rigid body, sometimes it passes right through them and falls.

How can I limit it that once it bumps into those colliders it does a 189 rotation and continues moving randomly?

The terrain width is 50f, the terrain Height is also 50f.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerTrainingMovement : MonoBehaviour {
 public float speed;

 private float randomizedSpeed = 0.0f;
 private float nextActionTime = -1.0f;
 private Vector3 targetPosition;
 private Vector3 moveVector;
 private void FixedUpdate() {

     if(speed > 0.0f) {
         Move2(); 
         //Move();
     }
 }

 private void Move2() {

     if(Time.fixedTime >= nextActionTime) {

         // Get a threshold time
         nextActionTime = UnityEngine.Random.Range(50.0f, 200.0f);

         // Pick a random target position
         targetPosition = TrainingArea.ChooseRandomPosition(transform.parent.position, 0f, 270f, 2f, 10f);


         // Rotate towards the target position
         transform.rotation = Quaternion.LookRotation(targetPosition - transform.position, Vector3.up);

         float timeToGetThere = Vector3.Distance(transform.position, targetPosition) / randomizedSpeed;
         nextActionTime = Time.fixedTime + timeToGetThere;


         // Get a movement vector
         moveVector = speed * transform.forward;
         //moveVector = speed * new Vector3(1.0f, 0.0f, 0.0f);
         }
         else {
 
             // Check -X boundary
             if(transform.position.x - 1.0f <= transform.parent.gameObject.transform.position.x) {
 
                 transform.position = transform.position + new Vector3(1.0f, 0.0f, 0.0f);
                 moveVector.x *= -1.0f;
             }

         // Check +X boundary
         if(transform.position.x + 1.0f >= transform.parent.gameObject.transform.position.x + TrainingArea.terrainWidth) {

             transform.position = transform.position + new Vector3(-1.0f, 0.0f, 0.0f);
             moveVector.x *= -1.0f;
         }

         // Check -Z boundary
         if(transform.position.z - 1.0f <= transform.parent.gameObject.transform.position.z) {

             transform.position = transform.position + new Vector3(0.0f, 0.0f, 1.0f);
             moveVector.z *= -1.0f;
         }

         // Check +Z boundary
         if(transform.position.z + 1.0f >= transform.parent.gameObject.transform.position.z + TrainingArea.terrainHeight) {

             transform.position = transform.position + new Vector3(0.0f, 0.0f, -1.0f);
             moveVector.z *= -1.0f;
         }

         // Move 
         transform.position = transform.position + moveVector * Time.fixedDeltaTime;

         // Update nextActionTime
         nextActionTime--;
     }
 }
 }

 public static Vector3 RandomPositionOnTerrain(Vector3 origin) {
     //Range(30.0f, terrainWidth - 30.0f);
     float randomX = origin.x + UnityEngine.Random.Range(20.0f, terrainWidth);
     float randomZ = origin.z + UnityEngine.Random.Range(20.0f, terrainHeight);
 
     return new Vector3(randomX, 30.0f, randomZ);
 }





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