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Question by Sky2oxid · Feb 16, 2014 at 02:50 PM · rotationraycastplayergravityangle

How to get Ray rotation from direction

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Hi, I have the player shooting out a ray to the center of the planet, the question is, how can I get the rotation of the ray, so I can use that for the gravity?

I am thinking to rotate the x and z axis of the player so transform.up will always be away from planet and the player to be able to walk freely on the surface of the planet

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avatar image Invertex · Feb 16, 2014 at 02:54 PM 0
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The raycast hit provides you with the info needed.

I'm assu$$anonymous$$g you're already doing a raycast and storing the RaycastHit info, correct? In something like: private RaycastHit hits; correct?

If so, then it's as simple as setting a constant AddForce() on your player, that is a negative of the hits.normal, make sure to disable gravity too.

 rigidbody.AddForce(-hits.normal);
avatar image Sky2oxid Invertex · Feb 16, 2014 at 03:07 PM 0
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I is this possible with character controller ? I don't want to add rigid body to the player, I see that if I add rigidbody after I have some funny effects on collision.

avatar image Sky2oxid Invertex · Feb 16, 2014 at 03:32 PM 0
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And my real problem is how I rotate the player so is always standing?

avatar image Invertex Invertex · Feb 16, 2014 at 03:40 PM 0
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Character Controller will give you worse effects on collision than a rigidbody does... You just need to learn about it more. You can't use the character controller with a rigidbody, since the character controller moves you with Translate, which you don't do with rigidbodies, ins$$anonymous$$d you would be using rigidbody.velocity, or rigidbody.AddForce(), to move the player.

I would suggest watching some tutorials on how to move a rigidbody in Unity, and learning a bit more about scripting so that you do not have to rely on the limitations of that basic CharacterController.

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