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Question by anas_98 · Apr 27, 2020 at 10:44 PM · transformvector3clamp

object transform and clamp in local direction

I am moving an object with mouse raycast but the problem i am having is that it collides with other objects, my object have 4 raycast from its center in angles(forward,backward,right ,left) and those raycast collides with walls and then i get the lowest ranged raycast and rotates the object according to it, what i want to do is that at certain range of lowest ranged raycast the object does not go in backward direction even i forced it to go , it should only go forward ,right and left.

lines of code for object transform: {

 currentPlaceableObject.transform.position = hitInfo.point;  //hitinfo is mouse position
  currentPlaceableObject.transform.rotation=Quaternion.FromToRotation(currentPlaceableObject.transform.up, hitInfo.normal) * currentPlaceableObject.transform.rotation;

              

} Rotation on the lowest ranged raycast is :

if(raycastHit.distance<2.0f)

{

 currentPlaceableObject.transform.rotation = 
 Quaternion.FromToRotation(Vector3.forward,raycastHit.normal);
 currentPlaceableObject.transform.rotation = Quaternion.Euler(0.0f, 
 currentPlaceableObject.transform.eulerAngles.y, 0.0f);

}

i can share my script but its quite messy, Thank you

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