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Question by LOGIC_RS · May 24, 2018 at 03:18 AM · c#movementraycastcharactercontrollercharacter.move

The controller.move does not work correctly

Hello, I have a problem in my code, I want to move my character with the CharacterController to a specific point on the ground. The problem is in: _Controller.Move (Vector3.Lerp (_PositionOrigin, _PositionDestination, speedMove * Time.deltaTime)); , the character does not go to the indicated point.

The transform.position = vector3.MoveTowars, just makes the movement as I want, but with that method you can not detect collisions.

What can I do to fix the movement with the CharacterController? and that moves just like the MoveTowars?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class MoveInter : MonoBehaviour {
 
     public Vector3 _PositionOrigin;
     public Vector3 _PositionDestination;
     private bool _IsActive;
     private string taged;
     public Animator _Animate;
     public GameObject origin;
     public CharacterController _Controller;
     public Vector3 _PositionHelp;
     private Vector3 lookAtTarget;
     private Quaternion playerRoot;
     public float speedRoot;
     public float speedMove;
 
     void Start () {
         _IsActive = false;
         _Animate = origin.GetComponent<Animator>();
         _Controller = GetComponent<CharacterController>();
         _PositionOrigin = transform.position;
     }
     
     void Update () {
         _PositionHelp = transform.position;
         if (Input.GetMouseButtonDown(0)) {
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             RaycastHit hit;
             if(Physics.Raycast(ray, out hit)) {
                 _IsActive = true;
                 _PositionDestination = hit.point + (hit.normal * transform.localScale.y / 25.0f);
                 taged = hit.collider.gameObject.tag;
                 lookAtTarget = new Vector3(_PositionDestination.x - transform.position.x, transform.position.y, _PositionDestination.z - transform.position.z);
                 playerRoot = Quaternion.LookRotation(lookAtTarget);
             }
 
         }
 
         if (_IsActive) {
             if (taged == "Floor")
             {
                 //transform.position = Vector3.MoveTowards(_PositionOrigin, _PositionDestination, speedMove * Time.deltaTime);
                 //transform.LookAt(_PositionDestination);
                 transform.rotation = Quaternion.Slerp(transform.rotation, playerRoot, speedRoot * Time.deltaTime);
                 _Controller.Move(Vector3.Lerp(_PositionOrigin, _PositionDestination, speedMove * Time.deltaTime));
             }
             else if (taged == "EnemyCh")
             {
                 transform.rotation = Quaternion.Slerp(transform.rotation, playerRoot, speedRoot * Time.deltaTime);
                 _Controller.Move(Vector3.Lerp(_PositionOrigin, _PositionDestination, speedMove * Time.deltaTime));
             }
             else if(taged != "Floor" && taged != "EnemyCh")
             {
                 _IsActive = false;
                 _PositionDestination = _PositionOrigin;
             }
         }
         if(_PositionHelp==_PositionDestination)
             {
                 _Animate.SetBool("Walk", false);
                 _Animate.SetBool("Atack", false);
         }
         else
             {
                 _Animate.SetBool("Walk", true);
                 _Animate.SetBool("Atack", false);
         }
     }
 
     private void OnControllerColliderHit(ControllerColliderHit hit)
     {
         Debug.Log("collsion");
         if (hit.collider.gameObject.tag == "EnemyCh" || hit.collider.gameObject.tag == "Character")
         {
             _PositionHelp = _PositionOrigin;
             Debug.Log("collsion");
             _Animate.SetBool("Atack", true);
         }
     }
 }
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