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Question by erikiene · Aug 22, 2016 at 04:43 PM · movementgameclampworld coordinates

How do I clamp an object's movement so that it can't move in its local y axis?

To elaborate on the title, the gameObject is located on a spherical world, so clamping it from moving on the world y axis will not work as I need the object to be able to move all around the globe (i.e. varying x, y and z). This clamping is for the AI (not the Player) and is necessary because the movement will be governed by two things:

  1. an artificial gravity created by addForce'ing

  2. a script which causes the object to try and "catch" a projectile. I haven't worked it out completely yet, but the following almost works although it causes the AI to flow upwards from the surface in a jittery fashion when the target projectile's velocity is facing away from the AI object:

          Ray ray = new Ray (target.transform.position, target.gameObject.GetComponent<Rigidbody> ().velocity);
             RaycastHit hit;
     
             if (Physics.Raycast (ray, out hit)) {
                 transform.position = Vector3.MoveTowards (transform.position, hit.point, speed * Time.deltaTime);
    
    

I hope this is clear enough, if not please let me know how I can clear it up for You. Thank You for the help in advance!

EDIT: clamping the movement within a radius of the sphere is another way to think about it, still no idea how though..

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