Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 TrevTS · Oct 29, 2015 at 01:23 AM · rotationraycastquaternionraycasthitangles

Rotating to Slope

Hello, I've been running into a bit of a problem with getting my character to rotate to the slope's normal. I have a state machine set up to determine which direction to rotate the character and set his animation. Now I'm trying to get the character to flatten with the slope instead of appear to hang off of it. Here is the relevant code.

     // Setting up some values
     private Quaternion beforeMovement;
     private Quaternion target;
 
     private RaycastHit hit;
     private Ray ray;
     private LayerMask layer;
 
     public void DetermineCurrentMoveDirection() {
         // The code to determine ...
         // Cast the ray
         ray = new Ray(transform.position, Vector3.down);
         beforeMovement = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, transform.rotation.eulerAngles.z);
         }
 
     // Everything works fine until we step on a "terrain" layered object.
     void Running() {
         anim.CrossFade("Walking");
         RaycastHit hitInfo;
 
         if (Physics.Raycast(ray, out hitInfo, layer)) {
             Debug.Log(hitInfo.transform.gameObject.layer == layer);
             if (hitInfo.transform.gameObject.layer == layer) {
                 Debug.Log(hitInfo.normal.z * 90);
                 Debug.Log(transform.rotation.eulerAngles.x);
                 target = Quaternion.Euler((transform.rotation.eulerAngles.x + (hitInfo.normal.z * 90.0f)), transform.rotation.eulerAngles.y, transform.rotation.eulerAngles.z);
             } else {
                 target = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, transform.rotation.eulerAngles.z);
             }
         }
 
         transform.rotation = Quaternion.Slerp(beforeMovement, target, rotateSpeed * Time.deltaTime);
     }

At the line where we are setting the target if we are on a layered object the player rotates to 270 degrees no matter the angle. I'm not sure why.

Thanks for your help.

Comment
Add comment
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

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by toromano · Oct 30, 2015 at 07:26 AM

I would recommend to use look rotation. You need to make your vehicle's forward axis perpendicular to terrain's normal vector. Something like:

     Vector3 hitToVehicle = hitInfo.point - transform.position;
     Vector3 projectionVector = Vector3.Project(hitToVehicle, hitInfo.normal);
     Vector3 directionVector = hitToVehicle - projectionVector;
     target = Quaternion.LookRotation(directionVector,hitInfo.normal);

Hope that helps.

Comment
Add comment · Share
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

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

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Quarternion.LookRotation is only rotating my game object on one axis 1 Answer

Raycasting and changing player rotation accoording to what is underneath. 0 Answers

How to get Raycast surface normal to align particle system? 1 Answer

Rotate on one axis and check if angle is inside desired range 2 Answers

How to Find an Object close to where the Player is Looking 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