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Question by lmpincombe · Jun 19, 2020 at 04:21 PM · quaternionrotatelerpanglenormals

Rotating to match surface normal (curved surface).

After the normal reaches too high a value, this stops working:

(I've messed around with the speed values in the code below to see if that helps but to no avail).

         RaycastHit hitInfo;

         do
         {            
             if (Physics.Raycast(transform.position, -transform.up, out hitInfo, 0.25f))
             {               
                 Quaternion targetRot = Quaternion.FromToRotation(transform.up, hitInfo.normal);                
                 transform.rotation = Quaternion.Lerp(transform.rotation, targetRot, Time.deltaTime * 5f);
                 
                 Vector3 targetPos = hitInfo.point + FLOOR_OFFSET * hitInfo.normal;
 
                 if (_moveLeft)
                     targetPos -= transform.right;
 
                 if (_moveRight)
                     targetPos += transform.right;
 
                 
                 transform.position = Vector3.Lerp(transform.position, targetPos, Time.deltaTime * 0.1f);
                 Debug.DrawRay(transform.position, transform.position - transform.up * 1f);
             }
             yield return null;
         }
         while (_playing);

Around the point of the picture below, the object just gets closer to the surface, and stops rotating to match the normal. Even the ray doesn't seem to be coming out of -transform.up.

Any advice appreciated. I want the sphere to maintain a certain distance from the surface, and rotate according to its normal.

alt text

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