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Question by Montassar_Hizem · Aug 11, 2020 at 10:17 AM · unity 2dtransform.positionobjectsobstacle

how to make an object move in a rectangle path ?

hi, im trying to develop a script for an obstacle to make it auto move in a rectangle path. at first the object starts moving from right to left , then it goes up , and when it has to go from left to right it becomes fixed on its place and starts shaking . i tried to fix the problem but no chance ... this is the script and i hope someone can help me :

 private void Update()
      {
          if(transform.position.x >= -1f)
          {
                  Vector3 horizontal = new Vector3(-1f, 0f, 0f);
                  transform.position = transform.position + horizontal * Time.deltaTime;
                  return;
  
          }
  
         else if ( transform.position.y <= 1f)
         {
             Vector3 horizontal = new Vector3(0f, 1f, 0f);
             transform.position = transform.position + horizontal * Time.deltaTime;
            return;
         }
  
        else if(transform.position.x <= 1f && transform.position.x <= -1f)
         { 
                 Vector3 horizontal1 = new Vector3(1f, 0f, 0f);
                 transform.position = transform.position + horizontal1 * Time.deltaTime;
                return;
         }
  
         if (transform.position.x <= 1f)
         {
             Vector3 horizontal = new Vector3(-1f, 0f, 0f);
             transform.position = transform.position + horizontal * Time.deltaTime;
             return;
  
         }
  
      }

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Answer by FlaSh-G · Aug 11, 2020 at 08:43 PM

Don't try to write complex if statements to check where on the rectangle the object currently is. Instead, have a piece of data that just remembers it.

 public Vector2[] points; // In the editor, put your rectangle coordinates in here
 private int nextPointIndex = 0;
 
 private void Update()
 {
   var reachedNextPoint = transform.position == points[nextPointIndex];
 
   if (reachedNextPoint)
   {
     nextPointIndex++;
     if (nextPointIndex >= points.Length)
     {
       nextPointIndex = 0;
     }
   }
 
   transform.position = Vector3.MoveTowards(transform.position, points[nextPointIndex], speed * Time.deltaTime);
 }

The nextPointIndex variable will always store the index of the point we're currently moving towards. Once we reach point 0, it goes up to 1 and we move towards point 1. Once the last point in the points array is reached, it goes back to 0. That entire part...

  nextPointIndex++;
  if (nextPointIndex >= points.Length)
  {
    nextPointIndex = 0;
  }

...can be shortened to...

 nextPointIndex = (nextPointIndex + 1) % points.Length;

...but I've written it out for the sake of clarity.

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