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Question by rivecal21 · Feb 23, 2018 at 11:16 PM · c#character controllercharacter movement

Trying to figure out WallRiding, with Vector3.Cross

Okay, so, I'm using Vector3.Cross to figure out the angle at which I should be moving the character, and the code is essentially this, taped onto a Character Controller: Most of the onTriggerStay and onTriggerExit is left-overs from me scrapping another test I had on doing wallriding. I try to detect for the wall with a 2x2x2 box collider(trigger) around a 1x2x1 CC.

 hAxis = Input.GetAxis("Horizontal");
 vAxis = Input.GetAxis("Vertical");
 if (!Attached)
         {
             Vector3 MovingTo = transform.rotation * new Vector3(hAxis, verticalVelocity, vAxis) * Speed * Time.deltaTime;
             cc.Move(MovingTo);
         }
         else
         {
             if (vAxis < 0) Detatch();
             Vector3 MovingTo = new Vector3(Cross.x * vAxis, verticalVelocity, Cross.z * vAxis) * Speed * Time.deltaTime;
             cc.Move(MovingTo);
         }
         #endregion
     }
     #region Assigning Parkour
     public void OnTriggerEnter(Collider other)
     {
         if (other.gameObject.tag == "Wall" && other.gameObject != LockedWall && !cc.isGrounded)
         {
             Debug.Log("Hit wall");
             RaycastHit hit;
             Vector3 dir = (transform.position - other.transform.position).normalized;
             Ray ray = new Ray(transform.position, dir);
             if (Physics.Raycast(ray, out hit, 2f))
             {
                 Debug.Log("Connected");
                 Gravity = false;
                 Attached = true;
                 Sprinting = true;
                 Cross = Vector3.Cross(hit.normal, dir);
                 Cross = Vector3.Cross(Cross, hit.normal);
                 LockedWall = other.gameObject;
             }
         }
     }
     public void OnTriggerStay(Collider other)
     {
         if (other.gameObject == LockedWall)
         {
             Sprinting = true;
             HangOnTimer -= Time.deltaTime;
             if (HangOnTimer >= 0)
             {
                 Debug.Log("Lost grip");
                 if (UnSprintQueued) Sprinting = false;
             }
         }
     }
     public void OnTriggerExit(Collider other)
     {
         if (other.gameObject == LockedWall && Attached)
         {
             Debug.Log("Lost connection with wall. Dropping.");
             Attached = false;
             Gravity = true;
             if (UnSprintQueued) Sprinting = false;
         }
     }
     private void Detatch()
     {
         Attached = false;
         Gravity = true;
         if (UnSprintQueued) Sprinting = false;
     }
     #endregion
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