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Question by gussti12 · Nov 14, 2021 at 03:51 PM · collisionmovementwall collision

making movement stop at object collision

so in my game i have made it so that my character moves by getting the "Input.GetAxis" for both vertical and horizontal and then transforming its current position based on that (and a variable that determines speed). my problem right now is that i cant figure out how to get the player to "stop" at walls and other objects. i thought about checking where the collision is and then make it stop being able to go in that direction but so far i can't figure out how to without either stopping the vertical/ horizontal movement entierly or making it impossible to move diagonaly. i feel like there is some easy way that i don't know about but i can't find it. here's my script thanks for the help

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerScript : MonoBehaviour
 {
     [SerializeField] public MousePoint mousePoint;
     [SerializeField] CanMove canMove;
     [SerializeField] private float speed = 0.001f;
     [SerializeField] public InventoryMenu inventoryMenu;
     public float horizontalInput;
     public float verticalInput;
     private Vector3 playerPos;
     private float tempSpeed;
 
     
     // Start is called before the first frame update
     void Start() 
     {
 
     }
 
     // Update is called once per frame
     void Update()
     {
         if (canMove.move)
         {
             //defyning stuff
             playerPos = gameObject.transform.position;
             tempSpeed = speed;
             
 
             //movement based on vertical and horizontal 
             verticalInput = Input.GetAxis("Vertical");
             horizontalInput = Input.GetAxis("Horizontal");
             gameObject.transform.position = new Vector3(playerPos.x + (horizontalInput * tempSpeed), playerPos.y, playerPos.z + (verticalInput * tempSpeed));
 
             
 
             //rotate towards "MousePoint"
             float angle = AngleBetweenPoints(transform.position, mousePoint.transform.position);
             transform.rotation = Quaternion.Euler(new Vector3(0f, angle + 10f, 0f));
 
         }
 
 
 
     }
 
     private void OnTriggerStay(Collider other)
     {
         //inventoryMenu.SetInteractText("F to Examine");
         
     }
 
 
     float AngleBetweenPoints(Vector3 a, Vector3 b)
     {
         return Mathf.Atan2(b.x - a.x, b.z - a.z) * Mathf.Rad2Deg;
     }
 
 }
 

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