Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by soissons · Oct 09, 2013 at 08:14 PM · detectionjointhingejointside

Make a pillar fall in the right direction

I have an object with a hinge joint attached that I want to make fall in my direction. At the bottom of my object, we can see the anchor. With my current code, the object would fall in the direction based on the anchor, but I want the object to fall in my direction, so I need to change the anchor based on the raycasthit, how can I do that?

alt text

My current code without changing the anchors:

 RaycastHit hit;
 if (Physics.Raycast(playerCamera.transform.position, playerCamera.transform.forward, out hit, raycastRange))
 {
 hit.collider.rigidbody.AddForce(-playerCamera.transform.forward * 100f);
 }


scene.png (63.8 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by CoalCzar · Oct 09, 2013 at 08:26 PM

Using the vector from the direction towards the player (without the Y component) and the UP vector, you must use the Vector3.Cross function to find a perpendicular vector (so that it will rotate over hinge joint). I tested this code and it works.

     myJoint = GetComponent<HingeJoint>();
     RaycastHit hit;
     if (Physics.Raycast(playerCamera.transform.position, playerCamera.transform.forward, out hit, raycastRange))
     {
          Vector3 direction = (new Vector3(transform.position.x, 0.0f, transform.position.z) - new Vector3(goChar.transform.position.x, 0.0f, goChar.transform.position.z)); // Get the vector to the player without the Y vector
          Vector3 perpendicularAxis = Vector3.Cross(direction, Vector3.up);  // Making a plane with the direction toward the player and the UP vector and get a perpendicular vector
          myJoint.axis = perpendicularAxis;  // Set the axis towards the perpendicular direction
          hit.collider.rigidbody.AddForce(direction.normalized * 100f);
     }
Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image soissons · Oct 09, 2013 at 08:46 PM 0
Share

Hello. Thank you for the answer, but that's not it. I've updated my question, hope that it's clearer now.

avatar image CoalCzar · Oct 09, 2013 at 11:23 PM 0
Share

Updated my answer. Should work now.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

16 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How can i change HingeJoint's axis from code? 0 Answers

Cube shaped mesh collider side detection 2 Answers

Trying to use JointMotor, nothing happens 1 Answer

Rotate a hinge at runtime using script 5 Answers

Create hinge joint 2D by collision 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges