Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by cjung89 · Jan 27, 2013 at 05:27 PM · c#movementphysicsmath

Finding the axis of a curving pipe

I am making a game similar F-Zero or Wipeout, where at times the player travels over the surface of a pipe, so the movement should always be relative to the pipe.

My prototype has been using the built in Cylinder primitive as the pipe, so I can get the long axis of the pipe by finding the Up vector of the cylinder the player is above. However, the goal is to have curved pipes, so I won't just be able to use the pipe's up vector to find the 'axis' of the pipe, which is curved. Does anyone have experience with this sort of issue?

I essentially need a better way of finding 'newforward' in the following code.

         RaycastHit hit;
         Physics.Raycast(controller.position, -controller.transform.up, out hit);
         Vector3 gravityDirection = hit.normal;
         Vector3 newforward = hit.collider.transform.up;
         
         Vector3 perp = Vector3.Cross(gravDirection, newforward).normalized;
         moveDirection = (perp * Input.GetAxisRaw("Horizontal")) * speed;
         moveDirection+= Input.GetAxisRaw("Vertical") * newforward * speed;
Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image robertbu · Jan 27, 2013 at 07:44 PM 0
Share

I offer a couple of tentative suggestions. For an arbitrarily shaped pipe, you could attach a spline. There are a variety of tools for building splines in Unity, or you could approximate it with a path of points. If the goal is to figure out if a character should fall off the pipe or not, you could use the RaycastHit.normal and compare it with some universal up.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

10 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

The name 'Joystick' does not denote a valid type ('not found') 2 Answers

Making a bubble level (not a game but work tool) 1 Answer

Force to Velocity scaling? 2 Answers

Implement the equation as a code? 1 Answer

How can I play audio while a non player controlled object is moving and stops playing when object stands still? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges