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Question by TSI25 · Sep 22, 2013 at 05:26 PM · collisionmovementfallingclicktomove

Click to move disregards collision?

Alright so if i use the following code`

 // Click To Move script
 // Moves the object towards the mouse position on left mouse click
  
 var smooth:int; // Determines how quickly object moves towards position
  
 private var targetPosition:Vector3;
  
 function Update () {
     if(Input.GetKeyDown(KeyCode.Mouse0))
     {
         var playerPlane = new Plane(Vector3.up, transform.position);
         var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
         var hitdist = 0.0;
  
         if (playerPlane.Raycast (ray, hitdist)) {
             var targetPoint = ray.GetPoint(hitdist);
             targetPosition = ray.GetPoint(hitdist);
             var targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
             transform.rotation = targetRotation;
         }
     }
  
     transform.position = Vector3.Lerp (transform.position, targetPosition, Time.deltaTime * smooth);
 }



then my player that was behaving so nicely before just falls through the world. im almost dead positive that it has something to do with this line

transform.position = Vector3.Lerp (transform.position, targetPosition, Time.deltaTime * smooth);

again, before i implemented this code the player was not falling through the world, and now it is.

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avatar image TSI25 · Sep 22, 2013 at 05:21 PM 0
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Sorry, im super new to this, this is the code that im using for click to move

     #pragma strict
     // Click To $$anonymous$$ove script
     // $$anonymous$$oves the object towards the mouse position on left mouse click
      
     var smooth:int; // Deter$$anonymous$$es how quickly object moves towards position
      
     private var targetPosition:Vector3;
      
     function Update () {
         if(Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.$$anonymous$$ouse0))
         {
             var playerPlane = new Plane(Vector3.up, transform.position);
             var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
             var hitdist = 0.0;
      
             if (playerPlane.Raycast (ray, hitdist)) {
                 var targetPoint = ray.GetPoint(hitdist);
                 targetPosition = ray.GetPoint(hitdist);
                 var targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
                 transform.rotation = targetRotation;
             }
         }
      
         transform.position = Vector3.Lerp (transform.position, targetPosition, Time.deltaTime * smooth);
     }
avatar image meat5000 ♦ · Sep 22, 2013 at 06:36 PM 0
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transform.position teleports.

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Answer by TSI25 · Sep 22, 2013 at 08:48 PM

resolved my own issue, turns out the player was a child of something that was making it act really funky in relation to the box collider - still not very fluent with these sorts of hierarchy issues >.<

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