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 loxagos_snake · May 29, 2017 at 06:29 AM · rtsclick to move

Click-and-Move System: Unit flies upward on slopes

Hello people. So, I'm working on a tactical strategy prototype and I was writing some code to get a unit to move towards a clicked point. Since this is my first time experimenting with click n' move systems, I ran into a lot of problems initially -even though the code is small- like having my unit stuck in my test plane. I'm prototyping using a simple cylinder as a unit and a plane as ground. While my code works perfectly on a level plane, the problem begins whenever I'm clicking at a slope or the top of a cube. Here's my code (spaced out for clarification):

 using UnityEngine;
 using System.Collections;
 
 public class MouseCharMovement : MonoBehaviour {
 
     public float testSpeed = 0.2f;
 
     bool hasHit = false;
 
     public int terrainMask = 1 << LayerMask.NameToLayer("testGround");
     public int playerMask = 1 << LayerMask.NameToLayer("Player");
 
     Vector3 currentPosition;
     Vector3 targetPosition;
 
     void Start () 
     {
         currentPosition = transform.position;    
         targetPosition = currentPosition;
         playerMask = ~playerMask;
     }
     
 
     void Update () 
     {    
         // Performs a cam-to-mouse Raycast every time the mouse button is pressed
         if(Input.GetButtonDown("Fire1"))
         {            
             // Ray to acommodate camera raycasting
             Ray mouseRay = Camera.main.ScreenPointToRay(Input.mousePosition);
             RaycastHit mouseHit;
 
             if(Physics.Raycast(mouseRay,out mouseHit,playerMask))
             {     
                 // Target is now the clicked position and a hit has been detected    
                 targetPosition = mouseHit.point;
                 hasHit = true;
             }
         }
 
 
 
         // If target is reached, slowly transform the object
         if (hasHit && ((currentPosition.x != targetPosition.x) && (currentPosition.z != targetPosition.z)))
         {    
             // Adds the object's center so as to keep it above ground
             Vector3 tempTarget = new Vector3(targetPosition.x,targetPosition.y + transform.position.y,targetPosition.z);
 
                 
             transform.position = Vector3.MoveTowards(transform.position,tempTarget,testSpeed);
             currentPosition = transform.position;
 
             // Check only for XY axes, ignore height
             if ((currentPosition.x == targetPosition.x) && (currentPosition.z == targetPosition.z))
             {
                 hasHit = false;
             }
 
 
         }
 
 
 
         Debug.Log("Transform Position: "+ transform.position);
         Debug.Log("Target Position: " + targetPosition);
         Debug.Log("Has Hit: "+ hasHit);
 
     }
 }


I'm testing by using the cylinder as the unit to which the script is attached to. A level plane set to origin represents level ground and a slightly rotated plane is put next to it to represent a slope. My unit moves perfectly on the level plane, but as soon as I click the slope, it starts flying in the air. I understand that this is happening because the code is constantly adding the unit's and slope's heights, and the problem isn't obvious in level ground simply because it's Y-component is zero. However, I included a test only for X-Z and still, it doesn't disable it. What am I missing here?

Thank you!

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

0 Replies

· Add your reply
  • Sort: 

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

3 People are following this question.

avatar image avatar image avatar image

Related Questions

How to get the ground position near the gameObject clicked? 0 Answers

What's Wrong With This Script? 1 Answer

RTS Minimap Movement 0 Answers

RTS style terrain changer. 2 Answers

RTS Regions 0 Answers


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