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Question by JayByrd4101 · Jul 29, 2013 at 11:38 PM · collisionraycastdoor

Scripted Door w/ Line of Sight

Hey, I'm trying to accomplish something but don't quite know how to do it. I want to be able to open a door while I'm within a certain distance and am looking at it. My problem with the ray-casting solution is that I have doors that open on different axises. I do not use animation to open my doors. I use a Quaternion.slerp to rotate the doors so that I can simply toggle whether the door is open or closed and have it move to either orientation.

This is my script for the doors/container lids that I presently use, I have two adaptations for it. I want to change this so that when the camera (FPS game) is looking at the door/lid, is within a given distance, and presses the F key, it opens. I also need to find a way to have it work for the multiple axises.

 var smooth = 2.0;
 var DoorOpenAngle = 90.0;
 var DoorCloseAngle = 0.0;
 var Open : boolean;
 var enter : boolean;
 
 function Update (){
 
     if(Open == true){
         var target = Quaternion.Euler (DoorOpenAngle, 0, 0);
         transform.localRotation = Quaternion.Slerp(target, transform.localRotation, Time.deltaTime * smooth);
     }
 
     if(Open == false){
         var target1 = Quaternion.Euler (DoorCloseAngle, 0, 0);
         transform.localRotation = Quaternion.Slerp(target1, transform.localRotation, Time.deltaTime * smooth);
     }
     if(enter == true){
         if(Input.GetKeyDown(KeyCode.F)){
             Open = !Open;
         } 
     }
 }
 function OnTriggerEnter (coll : Collider){
 
     if (coll.gameObject.tag == "Player") {
         (enter) = true;
     }
 }
 function OnTriggerExit (coll : Collider){
 
     if (coll.gameObject.tag == "Player") {
         (enter) = false;
     }
 }

I tried raycast alone and was unable to find a way to do this. If someone could help, that would be great. If I find a way to do this, I'll be sure to let everyone know.

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Answer by perchik · Jul 30, 2013 at 12:19 AM

It looks like you might could just change DoorOpenAngle to be the Quaternion on line 10. So that you have something like

 var DoorOpenAngle : Quaternion;
 var eulerAngles : Vector3  = (90,0,0);

 function Start(){
    DoorOpenAngle = Quaternion.Euler(eulerAngles);
 }
 
 ...

 if(Open == true){
    var target = DoorOpenAngle;


[Although I don't actually use unity javascript, so my syntax is all kinds of wrong]

This way, you could set the desired rotation amount, including the axis, from the editor. Each door object could have its own doorOpenAngle and doorCloseAngle. Everything else looks generic enough

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