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Question by Hadi_Aini · Jun 16, 2020 at 04:19 PM · collisionthird-personikweapons

Weapon Collision problem, Weapon goes through the walls(tps)

Hey!
I'm making a third-person-zombie-shooter game, and I have a little problem.
when I get close to a wall, characters weapon get's through the wall.
I want to fix it with IK (like COD:Modern Warfare), I want to rotate and move weapon down just like he is holstering the weapon when he is near the wall.
I tried to make it but got weird results..


Thanks :]

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Answer by Hadi_Aini · Jun 16, 2020 at 04:39 PM

I kind of fixed that bug, I shoot a ray from character's position but I add .1f to position.y to bring it a little bit higher.
then if it hit's a certain layer's content, weapon rotates it's front to the hit point and voila!!!
it has another bug thou, for example when he is in front of a window, he still holster his weapon but I have a solution and that's shooting another ray from same position but adding more to position.y; if it hits something then we go to second condition but if not, we aim normally!


if (useWeaponCollision) { Vector3 startPosition = playerLocomotion.myTransform.position; startPosition.y += 1.2f; Ray ray = new Ray(startPosition, playerLocomotion.myTransform.forward); if(Physics.Raycast(ray, weaponCollisionCheckDistance, layersToCheckWeaponCollision)) { Debug.DrawRay(startPosition, ray.direction, Color.blue, .1f); startPosition.y -= 1f; ray = new Ray(startPosition, playerLocomotion.myTransform.forward); if (Physics.Raycast(ray, out RaycastHit hit, weaponCollisionCheckDistance, layersToCheckWeaponCollision)) { targetDirection = hit.point - aimPivot.position; if (targetDirection == Vector3.zero) targetDirection = aimPivot.forward; targetRotation = Quaternion.LookRotation(targetDirection); Debug.DrawLine(startPosition, hit.point, Color.blue, .1f); Debug.DrawRay(startPosition, ray.direction, Color.blue, .1f); } } }

and this works just fine! I would love to see other solutions :)

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