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This question was closed Oct 28, 2017 at 05:38 AM by Code_Skunk for the following reason:

Answered the question on my own. No productive response given.

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Question by Code_Skunk · Oct 25, 2017 at 01:01 AM · c#scripting problemcollisioncharactercontrolleraddforce

OnCollisionEnter Sine Wave to Character

Hello, my project at this point closely resembles a simple roller ball game. I am struggling with getting my roller ball to move in a sine wave function if collision with an game object is detected, here's my code.

    public Text scoreText;
     public Text winText;
     public int Score;
     
     private float moveSpeed = 5; 
     private bool useTorque = true; 
     private float m_MaxAngularVelocity = 25; 
     private float jumpPower = 2;
     private const float groundCheckRay = 1f;
     private Rigidbody playerRigidBody;
     
     private float Speed, Width, Length, timeCounter;
     private void Start()
         {
             timeCounter = 0;
             playerRigidBody = GetComponent<Rigidbody>();
             Score = 0;
             textChanger();
             winText.text = "";
             GetComponent<Rigidbody>().maxAngularVelocity = m_MaxAngularVelocity; 
         }
     void OnTriggerEnter(Collider Other)
         {
             if (Other.gameObject.CompareTag("Collectable"))
 {
                 Other.gameObject.SetActive(false);
                 Score = Score + 1;
                 textChanger();
             }
             else if (Other.gameObject.CompareTag("MapVortex"))
             {               
               playerRigidBody.AddForceAtPosition(swerlMove(), new Vector3(0,0,0));       
              }
  }
     Vector3 swerlMove()
         {
             Speed = 2;
             Width = 5;
             Length = 5;
     
             timeCounter += Time.deltaTime * Speed;
             float x = Mathf.Cos(Width * timeCounter);
             float y = 0.5f;
             float z = Mathf.Sin(Length * timeCounter);
             Vector3 swerlRules = new Vector3(x, y, z);
             return swerlRules;
         }











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