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Question by arnesso · May 19, 2015 at 10:10 AM · colliderteleportufps

Teleport Player UFPS

Hi, I'm working on a teleporting script with Baste's script. I would like to make similiar to Ascend's teleport. If I push T key then I will teleporting in the middle screen point (crosshair) ,but there is a maxdistance. If I hit a collider(wall,enemy) the player's postion will be front of the wall. Is there idea?

 using UnityEngine;
 using System.Collections;
 
 public class Blink : MonoBehaviour
 {
     float colliderRadius;
     void Start() {
 
         colliderRadius = GetComponent<CapsuleCollider>().radius;   
     }
 
     void Blink()
     {
         Vector3 blinkDirection = transform.forward; //or some other, normalized Vector3
         float blinkLength = maxBlinkLength;
         if (Input.GetKey(KeyCode.T))
         {
             if(Physics.Raycast(transform.position, blinkDirection, out hit, maxBlinkLength + colliderRadius)) {
                 blinkLength = hit.distance - colliderRadius;
             }
             
             transform.position = transform.position + (blinkDirection * blinkLength);
         }
     }
 }
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avatar image arnesso · May 21, 2015 at 09:15 AM 0
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I modified the script (you can see below). I tried to figure out more over 3 hours how to stop teleportation whenRaycast hit environment 's collider and the end point will be there was hit. Right now there is a fix distance it's maxBlinkLength. $$anonymous$$aybe should I do somthing with Vector3.Distance?

using UnityEngine; using System.Collections;

public class Blink : $$anonymous$$onoBehaviour {

 RaycastHit hit;

 float maxBlinkLength = 4.0f;



 
 void Teleport(){
     Vector3 teleport = gameObject.transform.position + Camera.main.transform.forward * maxBlinkLength;
     transform.position = teleport;
 }
 void Update() {


     if (Input.Get$$anonymous$$ey ($$anonymous$$eyCode.Space)) {

         Teleport();


     }
 }

}

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