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Question by unity_cBuJpP-QtUd5bg · Oct 19, 2017 at 06:59 PM · c#physicscollider

Moving cubes automatically on the y-axis

I am doing a project like LEGO designer, where you can choose from certain bricks(cubes) and make your own models.
I have managed it to make the cubes move just on the X and Z axis and to stay at the original Y-Position. Now i need to make them go up and down automatically. This means, they normally have to stay on the ground, but when there is a cube, i want to place one cup on the other. I have tried it with creating two empty objects in that cube and to place a Boxcollider in each. So when the upper Collider is in another gameobject, it moves up in Y-direction. But i didn´t manage to get it working.

How can i do that? Or is there a better way to complete my task? Here the code for the movement: public class brickmovement : MonoBehaviour {

     public float x;
     Vector3
                 screenPoint,
                 offset,
                 scanPos,
                 curPosition,
                 curScreenPoint;
     float
             gridSize = 1f,
             yPosOriginal;
     void Start () {
       //Physics.gravity = new Vector3(0, x, 0); -> Just a test to make the cube fall from the sky
   
     }
     
     void Update () {
     }
     void OnMouseDown()
     {
         screenPoint = Camera.main.WorldToScreenPoint(transform.position);
         offset = transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
         yPosOriginal = gameObject.transform.position.y;
     }
 
     void OnMouseDrag()
     {
         curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
         curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
 
         curPosition.x = (float)(Mathf.Round(curPosition.x) * gridSize +0.5);
         curPosition.z = (float)(Mathf.Round(curPosition.z) * gridSize +0.5);
         curPosition.y = yPosOriginal;
 
         transform.position = curPosition;
     }
     
 }

Here is the code for my upper BoxCollider, which should make the cube move up, if it collides:

     Vector3
        screenPoint,
        offset,
        scanPos,
        curPosition,
        curScreenPoint;
     float
             gridSize = 1f;
     public BoxCollider Box;
     private bool touchingup = false;
 
     void Start()
     {
 
     }
 
     public void OnCollisionEnter(Collision collision)
     {
         touchingup = true;
         screenPoint = Camera.main.WorldToScreenPoint(transform.position);
         offset = transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
         curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
         curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
         
         curPosition.y = (int)(curPosition.y + 1);
         curPosition.y = (float)(curPosition.y + 1);
 
         transform.position = curPosition;
     }
     public void OnCollisionExit(Collision collision)
     {
         touchingup = false;
         screenPoint = Camera.main.WorldToScreenPoint(transform.position);
         offset = transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
         curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
         curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
 
         curPosition.y = (int)(curPosition.y + 1);
         curPosition.y = (float)(curPosition.y - 0.5);
 
         transform.position = curPosition;
     }
 }


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