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Question by HarshPandey13 · Feb 28, 2018 at 11:42 AM · bobbingbob

Stop Head Bobbing when Player is trying to move in front of an obstacle or wall

In Case If You can't understand the question i am attaching URL to a video file to show my problem!

URL - https://youtu.be/drRxVkfQReM

I am using this code for head bobbing :-

 public float bobSpeed = 1f;
     public float maxHorizontalBob = 0.08f, maxHorizontalBobWhileRunning = 0.2f;
     public float maxVerticalBob = 0.05f, maxVerticalBobWhileRunning = 0.1f;
     public float eyeHeightRatio = 0.9f; // the ratio of the height of the cam to the height of the player
     private Vector3 parentLastPostion; //the last position of the player
     private float bobStepCounter = 0f;
 
 void Awake()
     {
         parentLastPostion = transform.parent.position; 
     }
 
 void Update()
 {
 #region Motion Bob
             if (transform.parent.GetComponent<AFPS_PlayerMovement> ().isGrounded /*If the player on grounded*/ && transform.parent.GetComponent<Rigidbody> ().velocity.magnitude > 0) {
                 if (!transform.parent.GetComponent<AFPS_PlayerMovement> ().IsRunning) {
                     bobStepCounter += Vector3.Distance (parentLastPostion, transform.parent.position) * bobSpeed;
                     float posX, posY;
                     posX = Mathf.Sin (bobStepCounter) * maxHorizontalBob;
                     posY = (Mathf.Cos (bobStepCounter * 2) * maxVerticalBob * -1) + (transform.localScale.y * eyeHeightRatio) - (transform.localScale.y / 2);
                     transform.localPosition = new Vector3 (posX, posY, transform.localPosition.z);
                     parentLastPostion = transform.parent.position;    
                 } else {
                     bobStepCounter += Vector3.Distance (parentLastPostion, transform.parent.position) * bobSpeed;
                     float posX, posY;
                     posX = Mathf.Sin (bobStepCounter) * maxHorizontalBobWhileRunning;
                     posY = (Mathf.Cos (bobStepCounter * 2) * maxVerticalBobWhileRunning * -1) + (transform.localScale.y * eyeHeightRatio) - (transform.localScale.y / 2);
                     transform.localPosition = new Vector3 (posX, posY, transform.localPosition.z);
                     parentLastPostion = transform.parent.position;    
                 }
             }
             #endregion
 }



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