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Question by G3M_Creations · Apr 09, 2021 at 01:57 AM · raycastingplayer movementdetectionrotation axisslopes

Rotation of Player with slopes

So I currently have a decent code, with a small Health system and player movement (with player rotation)

What I need is described by the title

I need the player to rotate his position towards every slope

Like if he was a snail, sticking to the walls!!

If it is possible, I will really appreciate to include a code to never leave the ground, I mean, no jumping when going fast on slopes, no getting of the ground

  • am searching for a SNAIL behaviour ;)*

thankss!! this is my current code

 //Variables

 Vector3 velocity;
 
 private CharacterController controller;
 public float maxHealth = 100f;
 private float health = 0f;
 public float speed = 5f;
 private float currentSpeed;
 public float sprintSpeed = 12f;
 public float gravity = 3f;

 public float turnSmoothTime = 0.1f;
 float turnSmoothVelocity;

 private bool playerIsAlive = true;

 //Check basic stuff
 void Start()
 {
     currentSpeed = speed;
     health = maxHealth;
     controller = GetComponent<CharacterController>();
 }

 //Update every frame, stuff
 void Update()
 {
     if (playerIsAlive == true)
     {
         Move();
         Health();
     }
 }

 //Basic Move controller
 void Move()
 {
     //Movement "Axis" set
     float horizontal = Input.GetAxis("Horizontal");
     float vertical = Input.GetAxis("Vertical");

     //Direction set
     Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;

     //Gravity set
     velocity.y -= gravity * Time.deltaTime;

     if (direction.magnitude >= 0.1f && controller.isGrounded)
     {
         //Angle Basics
         float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg;

         //Rotate to Direction Basics
         float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
         transform.rotation = Quaternion.Euler(0f, angle, 0f);

         //Move Basics
         controller.Move(direction * currentSpeed * Time.deltaTime);

         //Sprint Basics
         if (Input.GetKey(KeyCode.Space))
         {
             currentSpeed = sprintSpeed;
         }
         else
         {
             currentSpeed = speed;
         }
     }


     //Rotate Declaration
     controller.Move(velocity * Time.deltaTime);
 }

 //Basic Health System
 void Health()
 {
     if (health >= maxHealth)
     {
         health = maxHealth;
         playerIsAlive = true;
     }
     else if (health <= 0)
     {
         Destroy(gameObject);
         Debug.Log("Round Over, check results!");
         playerIsAlive = false;
     }
 }



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avatar image HellsHand · Apr 09, 2021 at 02:28 PM 0
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I will tell you how I've accomplished this though I do not have access to the code/setup till I'm out of work. I had a spider I wanted to climb over ramps so I added an empty game object a bit forward of my character and used it as sort of a counter-weight.

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Answer by G3M_Creations · Apr 09, 2021 at 02:23 PM

I just made it to learn raycasting but I haven't got an answer... please help

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