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Question by lowhearted · Apr 08, 2018 at 07:07 PM · scripting problemphysicsrigidbodyvelocityspeed

Add velocity relative to ground?

Let's say our player is on a flat surface. If we want to move the player, we add to the x and z components of the velocity. Now, what if the player is on a sloped surface? How would I transform the acceleration vector to be parallel with the plane that is the surface below? Thanks.

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Answer by tormentoarmagedoom · Apr 08, 2018 at 09:12 PM

Good day.

You should use Vector3.Project in order to progect a vector over another.

But can i ask why you need this? Is for player movement? Why dont use NavMeshSystem?

Bye!

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avatar image lowhearted · Apr 09, 2018 at 10:59 PM 0
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I was surprised this worked. I found the contact normal when the collision entered and stored it. I stored all the ground collisions and found the one with the greatest angle and proceeded to store it's normal. I projected the acceleration vector onto the plane with this normal using Vector3.ProjectOnPlane(). And I needed this because I am writing my own character controller as I greatly dislike the provided one; it looks all about done! Thanks :)

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