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Moving one GameObject to another, and Vector Normalization issues
I am attempting to move one GameObject between its starting point and another point to create an elevator effect. However, depending on the movement speed of the object, the function that gets the Normalized vector that provides the direction to the target object will occasionally begin returning zero and stall out.
Let me try and summarize the code I'm using:
public float DistanceToMove;
public float SpeedToMove;
private Vector3 start_point;
private Vector3 end_point;
private float verticalMove;
private bool moveUp;
void Start()
{
start_point = transform.position;
end_point = transform.position + (Vector3.up * DistanceToMove);
moveUp = true;
}
void Update()
{
UpdateElevator();
Move();
}
void UpdateElevator()
{
if(moveUp)
{
//must check if it is greater than the target transform, not equal to it,
if (transform.position.y >= end_transform.y)
{
moveUp = false;
return;
}
MoveTowards(end_point);
}
else if (!moveUp)
{
if (transform.position.y <= start_transform.y)
{
moveUp = true
return;
}
MoveTowards(start_point);
}
}
void MoveTowards(Vector3 target)
{
//get the direction between position and the target
Vector3 MoveTowardsVector = transform.position - target;
//get the normalized vector between the two
MoveTowardsVector = Vector3.Normalize(MoveTowardsVector);
//because we're moving backwards along the direction between the two, we get the negative of the point
VerticalMove = -MoveTowardsVector.y;
}
void Move()
{
Vector3 moveDirection = new Vector3(0, (VerticalMove * SpeedToMove), 0);
transform.position += moveDirection * Time.fixedDeltaTime;
}
Specifcally at this line, MoveTowardsVector = Vector3.Normalize(MoveTowardsVector); the issue seems to crop up. Generally this will return either -1 or 1, depending on whether the GameObject is above or below its target transform. My only idea is that the "state" bool might be changing at an unexpected time and simply cease updating.
EDIT:
After adding the following code to the UpdateElevator function
Debug.Log("transform.position.y: " + transform.position.y);
Debug.Log("start_transform.y: " + start_transform.y);
When playing my test case, I was able to find that the object would stall out when the Transform.position.y became "transform.position.y: 1.192093E-06." After that, it ceased to change the position, and therefore never matches or exceeds the target to cause a state change. Additionally, the normalized MoveTowardsVector returns 0, which indicates that it is too close to determine a direction. After that the object will simply cease to move, since MoveTowardsVector will never change.
One possible solution would be for me to first check if the normalized MoveTowardsVector returns 0; if so, then I could directly move the object's transform to match the Target's, like this
void MoveTowards(Vector3 target)
{
//get the direction between position and the target
Vector3 MoveTowardsVector = transform.position - target;
//get the normalized vector between the two
MoveTowardsVector = Vector3.Normalize(MoveTowardsVector);
if (MoveTowardsVector.x == 0 && MoveTowardsVector.y == 0)
{
//if the Normalized vector is 0, the object is probably nearly overlapping the target.
//Therefore, we move it directly there.
transform.position = new Vector3(target.x, target.y, target.z);
}
else
{
//because we're moving backwards along the direction between the two,
//we get the negative of the vector
HorizontalMove = -MoveTowardsVector.x;
VerticalMove = -MoveTowardsVector.y;
}
However, I'm trying to avoid directly manipulating the transform outside of the "Move" function, so if there's a better method, I'd love to hear it.
Answer by Dave-Carlile · Apr 01, 2016 at 07:01 PM
One thing you might try is to clamp the position to the target position. Online 27 and 37 where you check if it has reached the target...
if (transform.position.y >= end_transform.y)
{
... your stuff to change direction...
var position = transform.position;
transform.position = new Vector3(p.x, end_transform.y, p.z); // set y to the target y
}
Not sure if that will make your other math work out properly or not.
Another way of moving a platform back and forth is to use a linear interpolation function (Lerp) such as Vector3.Lerp. It takes as input the end points of your line, and a value t that varies between 0 an d 1. When you pass in 0 for t it will return the first point. When you pass in 1 for t it will return the second point. And when you pass in a value in between 0 and 1 it will return a point between the first and second end points. I like to think of t as a percentage - e.g. 0.5 will return the point 50% between the two input points. 0.25 would return the point 25% of the way between the input points.
So your platform position becomes...
transform.position = Vector3.Lerp(start_point, end_point, t);
Now all you have to do is figure out how to change t over time. One way to do that is very similar to what you're already doing with your vectors. Add Time.deltaTime * direction to t each frame where direction is +1 or -1. When t > 1 set direction to -1, when t < 0 set direction to +1.
Another option that is a bit more straightforward, but a bit more blackbox, is to use Mathf.PingPong. This function takes any value that changes over time and "ping pongs" it between 0 and a value of your choosing. So...
float t = Mathf.PingPong(Time.time, 1);
transform.position = Vector3.Lerp(start_point, end_point, t);
This will move t between 0 and 1, then back toward 0, then back toward 1, and so on. Plugging that into your Lerp function will automatically move the transform back and forth between your two points.
Now you can do some interesting things with t using Easing Functions. Mathf has one called SmoothStep. This will cause t to change a little more slowly as it approaches 0 or 1, so your platform will ease into those positions instead of an instant stop and change direction. You can Google Easing Functions and find a lot more interesting things with those.
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