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Question by MattRickS · Nov 04, 2015 at 08:02 AM · rotationmovementalign

Cant align players up vector to surface normal

Hi All,

Probably a simple / stupid question but I can't find the answer and am probably overlooking the obvious. I've been trying to make a simple script for a player to run around the surface of an object, cube/sphere etc... It works great before I align the player to the normal, but the second I do it all breaks, moving towards an axis extreme seems to slow and then completely change direction.

I've attached my full script rather than take up a wall of text here, but I've tried a few alignment methods.

The first was the obvious:

 if (Physics.Raycast(transform.position, gravity, out hit, 100.0f))
 {
     upVector = hit.normal;
 }

I found this as a suggestion on one of the posts here, but it has the same issues:

 transform.rotation = Quaternion.FromToRotation(transform.up, hit.normal) * transform.rotation;

I also tried having the player look at the mouse, with their rotation once again around the hit normal but it too broke the same.

 Plane playerPlane = new Plane(upVector, transform.position);
 Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
 float hitdist = 0.0f;
 if (playerPlane.Raycast (ray, out hitdist)) 
 {
     Vector3 targetPoint = ray.GetPoint(hitdist - playerHeight/2);
     transform.LookAt(targetPoint, upVector);
     Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
     transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
 }

None of the movement uses world space vectors so I have no idea what's causing it. Any help would be greatly appreciated!

planetphysics.zip (1.1 kB)
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avatar image toromano · Nov 05, 2015 at 12:02 PM 1
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This answer might help:

http://answers.unity3d.com/answers/1090633/view.html

avatar image MattRickS toromano · Nov 05, 2015 at 01:27 PM 0
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Thanks, I did try a LookRotation but looking back at it I've noticed a couple errors in how I've set it up. I'll give that another try when I'm back at my PC.

avatar image MattRickS toromano · Nov 05, 2015 at 11:31 PM 0
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At last! I finally got it working. Thanks for that toromano! For anyone else who is looking for answers, I was simply being an idiot and making silly typos. Here is the working code.

 RaycastHit hit;
 if (Physics.Raycast(transform.position, gravity, out hit, 100.0f))
 {
     upVector = hit.normal;
     transform.position = hit.point - (gravity.normalized * playerHeight);
 }
 
 Plane playerPlane = new Plane(upVector, transform.position);
 float hitdist = 0.0f;
 Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
 
 if (playerPlane.Raycast (ray, out hitdist)) 
 {
     Vector3 targetPoint = ray.GetPoint(hitdist);
     Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position, upVector);
     transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
 }

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