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Question by Uriel_96 · Jul 28, 2012 at 02:05 AM · directionwallclimbrestrict

How to restrict Direction?

I'm trying to make my player climbing a wall and as far as I have been doing it's fine but the problem is that I am basing my movement of moving while climbing in my camera(TPS). The real problem with all is that the direction of the player doesn't restrict based on the wall, even if I set an specific position to stay(You will notice in the script).

 if(climbing == true){
 moveDirection = new Vector3(Input.GetAxis("Horizontal"),0,Input.GetAxis("Vertical"));
 moveDirection = camera1.TransformDirection(moveDirection);
 moveDirection *= crouchSpeed;
 transform.position = hit.point;
 angle = Vector3.Angle(hit.point-hit.transform.position, hit.transform.forward);
 if(angle > 0 && angle < 90){
 transform.rotation = Quaternion.LookRotation(-hit.transform.forward);
 transform.position += hit.transform.forward*((hit.transform.lossyScale.z/2));
 }else{
 transform.rotation = Quaternion.LookRotation(hit.transform.forward);
 transform.position += hit.transform.forward*((-hit.transform.lossyScale.z/2));
 }
 transform.rotation.x = 0;
 transform.rotation.z = 0;
 transform.position.y = hit.transform.position.y+(hit.transform.lossyScale.y/2)-0.7;
 }

So the question would be how do I restict the direction of the player to only move based on the wall(right, left) considering the camera

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avatar image xSpectrum · Jul 31, 2012 at 03:32 AM 0
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I'm confused. What isn't working? Could you try to rephrase it?

avatar image Uriel_96 · Jul 31, 2012 at 04:07 AM 0
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well, is just that lets say while climbing I move backward and forward looking front the wall(based in the 3rd camera)and the player does not stays were it supose to be even using "transform.position = hit.point;" so my question was how can I restrict a "direction" in order to stay were it supose to be.

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