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Question by manGo29 · Mar 02, 2013 at 10:22 PM · rotationmovementcolliderclick

Click to Move rotation + collider issue

Working on a Click to Move script that moves the player object towards the mouse position while the mouse button is held down. My issue right now is that whenever the object collides with something, it'll just start rotating slowly in a circle, even after the mouse button is released. I even added a line after the "while" loop to reset the transform's rotation if the button is released, but this doesn't seem to have any effect at all. Hope someone can help!

Here's a link to a quick video illustrating my issue:

http://www.youtube.com/watch?v=1a4l7fknFKs

 private var moveSpeed : int;
 
 function Start () 
 {
 
 }
 
 
 function Update () 
 {
     if (Input.GetMouseButtonDown(1))
     {
         Move ();
     }
 }
 
 
 function Move () 
 {
     while (Input.GetMouseButton(1))
     {
         var ray : Ray = Camera.main.ScreenPointToRay (Input.mousePosition);
         var hit : RaycastHit;
         var mask : int = (1 << 8);
         var walkDistance : float = 4.0;
         if(Physics.Raycast (ray, hit, Mathf.Infinity, mask))
         {
             //Rotate the body
             var targetRotation = Quaternion.LookRotation(hit.point - transform.position);
             var targetRotationY : float = targetRotation.eulerAngles.y;
             var facingDirection : float = Mathf.LerpAngle(transform.eulerAngles.y, targetRotationY, Time.deltaTime * 3);
             transform.eulerAngles = Vector3(0, facingDirection, 0);
             
             //Check distance from the body towards the mouse position
             Debug.DrawRay(transform.position, hit.point, Color.red);
             var targetDistance = Vector3.Distance(transform.position, hit.point);
             if(targetDistance > 1.2)
             {
                 if(targetDistance > walkDistance)
                 {
                     moveSpeed = 6;
                 } else {
                     moveSpeed = 2;
                 }
                 //Move the body
                 transform.position += (hit.point - transform.position).normalized * moveSpeed * Time.deltaTime;        
             }
         }
         yield;
     }
     transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
 }
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