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Distance between transform.position.x & target.position.x
Hey guys i have tried to do this several ways, the heading says it all really. i know you can do
if(Vector3.Distance(transform.position,target.position) < 5f) { //Attack }
what i want to do is get the distance only between the transform.position.x and the target.transform.position.x
but this does not seem to be possible with a distance check as it requires the entire vector, my intention is to not check the distance in the Y Axis only the distance between the x for a dynamic waypoint system. not checking the Y would mean that no matter what level terrain or ground you stand on the distance will only check between the x axis
Answer by tanoshimi · May 08, 2015 at 04:03 PM
if(Mathf.Abs(transform.position.x - target.transform.position.x) < 5f) { //Attack }
Thanks guys, i should have restated that it wasnt for an actual enemy to attack the player, it is for the enemy to move to a way point, but i needed to remove the Y axis because the waypoint could potentially go through the terrain based on hills etc.
i put a bandaid on it currently putting a raycast on the waypoint and spawning it 1000 unity high ($$anonymous$$ore than what my levle should be) and sending a raycast down and if it hits something decrease the waypoint Y by 1 till it is grounded. so the Ai can move to the waypoint and with its distance check move the waypoint to a new position, rinse and repeat.
the reason for removing the Y axis from the check, is so i dont need to worry about going through the Raycast system. thanks for the answers i shall try this one soon and report back =)
ok so unfortunately it didn't seem to work. not sure of a way really if its possible to calculate distance without using the Y axis. because it could be in a negative or a positive value.
Answer by Cherno · May 08, 2015 at 04:08 PM
if(Vector3.Distance(transform.position, new Vector3(target.position.x, transform.position.y, transform.position.z) < 5f) { //Attack }
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