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Question by calebmm2001 · May 06, 2021 at 02:00 AM · c#programmingparkour

how to determine which part of a vector3 identifies an object.

hello, I am working on re-designing a wall running script. the script is a Frankenstein's monster of both unity's Character Controller script, and my own scripting understanding.

my biggest dilemma is that while I have the player running and all that, I don't know how to separate the vector described below into left and rights. I'm doing this because that way I can use the vector to determine which side the wall is compared to the player.

directions = new Vector3[]{ Vector3.right, Vector3.right + Vector3.forward, Vector3.forward, Vector3.left + Vector3.forward, Vector3.left };

Tl;Dr: I need help determining whether the wall is on the left or right side of the player. I know how to solve several other issues; however, I just want to get this bigger issue out of the way first.

here is the script I am using at the moment. the script works alright if you're looking for a character controller-based movement script for anyone wanting to know. it sticks the player against a wall automatically, letting them slide against it.

 public class WallBuildup : MonoBehaviour
 {
     public float normalizedAngleThreshold = 0.1f;
 
     public CharacterController controller;
 
     //the player character
     public Transform Player;
     public Transform cameraRot;
 
     //attaching to wall
     public float LengthFromWall = 1.5f;
     private Vector3 lastWallNormal;
 
     //wallrun stats
     public float wallSpeedMultiplier = 5f;
     public bool wallOnLeft;
 
     //camera stuff
     public float maxAngleRoll = 20;
     [Range(0.0f, 1.0f)]
     public float cameraTransitionDuration = 1;
 
     //jump offs
     public float jumpDuration = 1;
     public float wallBouncing = 3;
     public AudioClip jumpNoise;
     AudioSource AudioSource;
     private readonly float VolumeScale = 0.7f;
 
     PlayerMovementScript PlayerMovementScript;
 
     Vector3[] directions;
 
     bool IsPlayerGrounded() => PlayerMovementScript.isGrounded;
 
     public bool canWallrun;
     public bool useSprint;
     public bool canAttach;
     private RaycastHit[] hits;
 
     public bool isWallRunning;
     
     // Start is called before the first frame update
     void Start()
     {
         AudioSource = GetComponent<AudioSource>();
 
         PlayerMovementScript = GetComponent<PlayerMovementScript>();
 
         directions = new Vector3[]{
             Vector3.right,
             Vector3.right + Vector3.forward,
             Vector3.forward,
             Vector3.left + Vector3.forward,
             Vector3.left
         };
     }
     //this function determines wether or not a runnable wall is within range.
     public void AttachCheck()
     {
         canAttach = false;
         hits = new RaycastHit[directions.Length];
         for (int i = 0; i < directions.Length; i++)
         {
             Vector3 dir = transform.TransformDirection(directions[i]);
             Debug.DrawRay(transform.position, dir * LengthFromWall);
             if (Physics.Raycast(Player.position, dir, out hits[i], LengthFromWall))
             {
                 if (hits[i].collider.tag == "wallRunSurface")
                 {
                     canAttach = true;
                     Debug.Log("you can attach!");
                     OnWall(hits[0]);
                 }
             }
         }
     }
 
     public void OnWall(RaycastHit hit)
     {
         float d = Vector3.Dot(hit.normal, Vector3.up);
         if (d >= -normalizedAngleThreshold && d <= normalizedAngleThreshold)
         {
             //Vector3 alongWall = Vector3.Cross(hit.normal, Vector3.up);
             float vertical = Input.GetAxisRaw(GameConstants.k_AxisNameVertical);
             Vector3 alongWall = transform.TransformDirection(Vector3.forward);
 
             Debug.DrawRay(transform.position, alongWall.normalized * 10, Color.green);
             Debug.DrawRay(transform.position, lastWallNormal * 10, Color.magenta);
 
             PlayerMovementScript.velocity = alongWall * vertical * wallSpeedMultiplier;
             isWallRunning = true;
         }
      }
 
     public void wallJump()
     {
         
         if(isWallRunning &&(Input.GetKey(KeyCode.Space) && Input.GetKey(KeyCode.D)))
         {
             Vector3 leftJump = new Vector3((PlayerMovementScript.velocity.x * .5f), 0f,(-1 * PlayerMovementScript.velocity.z));
             leftJump += GetWallJumpDirection() * wallBouncing;
             PlayerMovementScript.velocity.y = Mathf.Sqrt(wallBouncing * -1f * PlayerMovementScript.gravity);
             AudioSource.PlayOneShot(jumpNoise, VolumeScale);
             isWallRunning = false;
             canAttach = false;
             Debug.Log("you jumped right!");
         }
         else if(isWallRunning && (Input.GetKey(KeyCode.Space) && Input.GetKey(KeyCode.A)))
         {
             Vector3 rightJump = new Vector3((PlayerMovementScript.velocity.x * .5f), 0f, PlayerMovementScript.velocity.z);
             rightJump += GetWallJumpDirection() * wallBouncing;
             PlayerMovementScript.velocity.y = Mathf.Sqrt(wallBouncing * -1f * PlayerMovementScript.gravity);
             AudioSource.PlayOneShot(jumpNoise, VolumeScale);
             isWallRunning = false;
             canAttach = false;
             Debug.Log("you jumped left!");
         }
         
     }
 
     public Vector3 GetWallJumpDirection()
     {
         if (isWallRunning)
         {
             return lastWallNormal * wallBouncing + Vector3.up;
         }
         return Vector3.zero;
     }
 
     //script which takes the player's rotation and the side the wall is on to determine how to jump.
 
     // Update is called once per frame
     void Update()
     {
         isWallRunning = false;
         AttachCheck();
         if (isWallRunning && Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D))
         {
             wallJump();
         }
 
     }
 }

wallbuildup.txt (5.0 kB)
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Answer by TeamON · May 06, 2021 at 07:45 AM

In your script, the directions array contains 5 vectors: the first two for the right side and the last two for the left side. Therefore, in the loop for if i = 0 or 1 then this is the right side, if i = 3 or 4 then this is the left side.

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