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I created a look to teleport script and I'm falling through the level
I created this script to teleport where you look and every time I teleport to a horizontal object it makes me sink into the ground. I'm using this for moving with the google cardboard, but when I use a fps character it doesn't sink please help.
private RaycastHit lastRaycastHit;
public AudioClip audioClip;
// Use this for initialization
void Start () {
Cursor.visible = false;
}
private GameObject GetLookedAtObject(){
Vector3 origin = transform.position;
Vector3 direction = Camera.main.transform.forward;
float range = 1000;
if (Physics.Raycast (origin, direction, out lastRaycastHit, range))
return lastRaycastHit.collider.gameObject;
else
return null;
}
private void TeleportToLookAt(){
transform.position = lastRaycastHit.point + lastRaycastHit.normal * 2;
if (audioClip != null)
AudioSource.PlayClipAtPoint (audioClip, transform.position);
}
// Update is called once per frame
void Update ()
{
if (Input.GetButtonDown ("Fire1"))
if (GetLookedAtObject () != null)
TeleportToLookAt ();
}
}
Answer by ThugsInMugs · Aug 08, 2016 at 09:40 PM
you need an offset somewhere of + a height of which you want the player to spawn (im new to coding but I know that...kind of...please don't lynch me)
Answer by Dinosaurs · Aug 08, 2016 at 08:51 PM
There're two problems I see here that could be causing this; first off, you probably need to add the characters collider height to the position so this doesn't happen. So, for example: Collider playerCollider = transform.GetComponent(); transform.position = lastRaycastHit.point + (lastRaycastHit.normal * (playerCollider.bounds.extents.y));
See https://docs.unity3d.com/ScriptReference/Collider-bounds.html
Also, when moving a rigidbody/collider, you should also move using the rigidbody, instead of the transform so that physics updates correctly: https://docs.unity3d.com/ScriptReference/Rigidbody.MovePosition.html
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