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Question by TritZium · Jul 16, 2014 at 11:46 AM · c#collisiondetectionasteroids

How to get an AI move around in an asteroid field

Hello!

I'm trying to implement a fairly basic AI, just chase and flee. But I also obviously want collisiondetection. For this I am using Spherecasting to see if there is comething in front of my object and this far it works. When I see that there is something in front of my object I want to rotate my AI in relation to the normal to get the least amount of rotation needed to get around.

So I need the Eular Angels of the current transform in relation to the asteroids normal.

Vector3.Angels can't do this as that returns the value in a float. I'm really stuck and I need help, thanks in advance!

EDIT: After a bit of experimenting and a bit more looking around I discovered that Quaternion.LookRotation can achive this. Here's the code I have currently:

 Physics.SphereCast(this.transform.position, sizeofcolldetec, Vector3.forward, out Coll, rangeofcolldetec);
         if(Coll.collider.CompareTag("Asteroid") && !Coll.collider.CompareTag("Player")){
             targetrot = Quaternion.LookRotation(transform.position - Coll.normal * dampening);
 
         }

If there are other ways to do that or if this is an incorrect way of doing it I'd love to know!

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