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Question by Crimson_Silk · Jul 16, 2020 at 02:24 PM · raycast3dbugraycasting

Grid Based Movement Raycast Issue - Please Help,Raycast Not Working After Roating - Please Help!

Hi, I've been trying to fix this for hours but have no idea what the problem is. Basically, I'm implementing Grid-Based movement. The movement (left, right, up, down) works fine. However, when I rotate the character the movement completely bugs out.

Here's how it works: alt text

A ray cast is fired from the character. If it hits a wall it moves on position closer to that wall. This all works fine. Here is the code:

     public void movePlayer(int rayCastPosition, char axis)
     {
         //--> Face RayCastControlCamera to correct direction
         this.transform.localEulerAngles = new Vector3(this.transform.localEulerAngles.x, rayCastPosition, this.transform.localEulerAngles.z);
 
         //--> Fire a ray cast from the RayCastControlCamera
         Ray ray = Camera.main.ViewportPointToRay(new Vector3(0.5F, 0.5F, 0));
         RaycastHit hit;
         Physics.Raycast(ray, out hit, Mathf.Infinity); // Test
         Debug.DrawRay(ray.origin, ray.direction * Mathf.Infinity, Color.red, 100.0f);
 
         //--> If ray cast hit a target and it's at least 1.5 units way then move towards it.
         if (Physics.Raycast(ray, out hit, Mathf.Infinity) && hit.distance >= 1.5)
         {
             Vector3 targetDest = new Vector3();
             isMoving = true;
             //Debug.Log("Hit Location " + hit.point.x + ":" + hit.point.z);
 
             //--> Select on what axis we want to use to move towards the object.
             switch (axis)
             {
                 case 'x':
                     {
                         targetDest = new Vector3(hit.point.x, parentCamera.transform.position.y, parentCamera.transform.position.z);
                         break;
                     }
                 case 'z':
                     {
                         targetDest = new Vector3(parentCamera.transform.position.x, parentCamera.transform.position.y, hit.point.z);
                         break;
                     }
             }
             
             Debug.Log("Moving From " + parentCamera.transform.position.x + ", " + parentCamera.transform.position.z + " To " + targetDest.x + ", " + targetDest.z);
             
             //--> Update the character position.
             parentCamera.transform.position = Vector3.MoveTowards(parentCamera.transform.position, targetDest, 1f);
             isMoving = false;
         }
     }

However, if I change the Y-position to 90 (rotate) then the movement completely breaks.

 if (rotate_right)
         {
             
             //--> Rotate 90*.
             if (Mathf.Abs(this.transform.eulerAngles.y - current_rot) < 90)
             {
                 transform.Rotate(Vector3.up * +rot_speed * Time.deltaTime);
             }
 }

Any idea what could be happening? I only have the above simple script. The player is layed out as follows PlayerCamera > RayCastControlCamera / PlayerModel.

image-min.png (174.1 kB)
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