Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
12 Jun 22 - 14 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 /
  • Help Room /
avatar image
0
Question by no00ob · Jun 18, 2019 at 10:13 PM · movementtransformpositionvector3math

How to properly make an object follow the edge of another object?

I want to have a cover system which works so that if the player is near a object big enough and presses the crouch key he hides behind that object basically meaning he is in a crouch animation and can move along it with A and D keys to side to side (Picture), I made this script but with this the speed variable for the movement while crouched doesn't seem to be taken into account, the thing causing it is the transform.position = coverPos; line and I can't find any other way to make the player "snap" to the edge of the other object so any help? The raycasting/cover "snapping" code:

 if (Physics.Raycast(coverBottom.position, coverBottom.TransformDirection(Vector3.forward), out hitB, 1.5f, layerMask))
         {
             coverPosition = hitB.point + hitB.normal * 0.3f;
             coverPosition.y = 0f;
             if (inCover)
             {
                 Vector3 lastNormal = Vector3.zero;
                 Vector3 coverPos = new Vector3(coverPosition.x, transform.position.y, coverPosition.z);
                 transform.position = coverPos;
                 transform.forward = -hitB.normal;
             }
         }

The player movement code: (There's lot more of course this is just that one part of it)

 public float walkSpeed = 2;
 public float runSpeed = 4;
 public float crouchSpeed = 0.5f;
 public float animationWalkSpeed = 1;
 public float animationRunSpeed = 3;
 public float animationCrouchSpeed = 0.5f;

 else if (!inputController.Run)
                     {
                         if (inputController.Cover || inCover)
                         {
                             crouch = true;
                             playerAnimator.SetFloat("speed", animationCurrentSpeed);
                             decreaser = runSpeed;
                             decreaser = Mathf.Clamp01(Time.time - secondsTillMaxSpeed);
                             currentSpeed = Mathf.Lerp(walkSpeed, crouchSpeed, decreaser);
                             animationCurrentSpeed = Mathf.Lerp(animationWalkSpeed, animationCrouchSpeed, decreaser);
 
                             float yStore = moveDirection.y;
                             if (inCover && h > 0)
                             {
                                 moveDirection = transform.right * currentSpeed * Time.deltaTime;
                             }
                             else if (inCover && h < 0)
                                 moveDirection = -transform.right * currentSpeed * Time.deltaTime;
                             else if (!inCover && h != 0)
                                 moveDirection = transform.forward * currentSpeed * Time.deltaTime;
 
                             moveDirection.y = yStore;
                             characterController.Move(moveDirection * Time.deltaTime);
                         }
                     }

 


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

277 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

why when putting a cube prefab as a child of another moving object it change the cubes scale !!! 0 Answers

How would someone go about creating multiple triggers in one script 0 Answers

Need help with multiple updating transform positions 2 Answers

Locking an objects movement on a desired axis, disregarding any external forces. 0 Answers

Move plane horizontally using 2D controller 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