Lock enemy's y-axis when using Vector3.MoveTowards to follow the playerUnity Vector3.MoveTowards over the...
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Lock enemy's y-axis when using Vector3.MoveTowards to follow the player
Unity Vector3.MoveTowards over the span of a minute with Time.deltaTime2D Lock x Axis on characterVector3.MoveTowards on y axis onlyLock Z axis from the gyroscope rotation [UNITY 3D]How does Vector3.MoveTowards work in Unity?RectTransform Button Start shaking with Vector3.MoveTowards()Only make camera follow player on x axis?Why is Vector3.MoveTowards only working on a single frame?Different animations depending on multiple factors on Unity mechanim animatorHow to completely stop the camera from clipping into the ground
$begingroup$
I am using the following code to make a zombie move towards me, but when playing the scene the zombie seems to be moving towards me, but also off the ground and not fixed on the y-axis
public GameObject ThePlayer;
public float TargetDistance;
public float AllowedRange = 10;
public GameObject TheEnemy;
public float EnemySpeed;
public int AttackTrigger;
public RaycastHit Shot;
void Update()
{
transform.LookAt(ThePlayer.transform);
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out Shot))
{
TargetDistance = Shot.distance;
if (TargetDistance < AllowedRange)
{
EnemySpeed = 0.01f;
if (AttackTrigger == 0)
{
//TheEnemy.GetComponent<Animation>().Play("Walking");
transform.position = Vector3.MoveTowards(transform.position, ThePlayer.transform.position, EnemySpeed);
}
}
else
{
EnemySpeed = 0;
//TheEnemy.GetComponent<Animation>().Play("Idle");
}
}
if (AttackTrigger == 1)
{
EnemySpeed = 0;
//TheEnemy.GetComponent<Animation>().Play("Attacking");
}
}
void OnTriggerEnter()
{
AttackTrigger = 1;
}
void OnTriggerExit()
{
AttackTrigger = 0;
}
What can i do to ensure that it is sticking to the y axis at all times
unity c#
New contributor
$endgroup$
add a comment |
$begingroup$
I am using the following code to make a zombie move towards me, but when playing the scene the zombie seems to be moving towards me, but also off the ground and not fixed on the y-axis
public GameObject ThePlayer;
public float TargetDistance;
public float AllowedRange = 10;
public GameObject TheEnemy;
public float EnemySpeed;
public int AttackTrigger;
public RaycastHit Shot;
void Update()
{
transform.LookAt(ThePlayer.transform);
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out Shot))
{
TargetDistance = Shot.distance;
if (TargetDistance < AllowedRange)
{
EnemySpeed = 0.01f;
if (AttackTrigger == 0)
{
//TheEnemy.GetComponent<Animation>().Play("Walking");
transform.position = Vector3.MoveTowards(transform.position, ThePlayer.transform.position, EnemySpeed);
}
}
else
{
EnemySpeed = 0;
//TheEnemy.GetComponent<Animation>().Play("Idle");
}
}
if (AttackTrigger == 1)
{
EnemySpeed = 0;
//TheEnemy.GetComponent<Animation>().Play("Attacking");
}
}
void OnTriggerEnter()
{
AttackTrigger = 1;
}
void OnTriggerExit()
{
AttackTrigger = 0;
}
What can i do to ensure that it is sticking to the y axis at all times
unity c#
New contributor
$endgroup$
add a comment |
$begingroup$
I am using the following code to make a zombie move towards me, but when playing the scene the zombie seems to be moving towards me, but also off the ground and not fixed on the y-axis
public GameObject ThePlayer;
public float TargetDistance;
public float AllowedRange = 10;
public GameObject TheEnemy;
public float EnemySpeed;
public int AttackTrigger;
public RaycastHit Shot;
void Update()
{
transform.LookAt(ThePlayer.transform);
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out Shot))
{
TargetDistance = Shot.distance;
if (TargetDistance < AllowedRange)
{
EnemySpeed = 0.01f;
if (AttackTrigger == 0)
{
//TheEnemy.GetComponent<Animation>().Play("Walking");
transform.position = Vector3.MoveTowards(transform.position, ThePlayer.transform.position, EnemySpeed);
}
}
else
{
EnemySpeed = 0;
//TheEnemy.GetComponent<Animation>().Play("Idle");
}
}
if (AttackTrigger == 1)
{
EnemySpeed = 0;
//TheEnemy.GetComponent<Animation>().Play("Attacking");
}
}
void OnTriggerEnter()
{
AttackTrigger = 1;
}
void OnTriggerExit()
{
AttackTrigger = 0;
}
What can i do to ensure that it is sticking to the y axis at all times
unity c#
New contributor
$endgroup$
I am using the following code to make a zombie move towards me, but when playing the scene the zombie seems to be moving towards me, but also off the ground and not fixed on the y-axis
public GameObject ThePlayer;
public float TargetDistance;
public float AllowedRange = 10;
public GameObject TheEnemy;
public float EnemySpeed;
public int AttackTrigger;
public RaycastHit Shot;
void Update()
{
transform.LookAt(ThePlayer.transform);
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out Shot))
{
TargetDistance = Shot.distance;
if (TargetDistance < AllowedRange)
{
EnemySpeed = 0.01f;
if (AttackTrigger == 0)
{
//TheEnemy.GetComponent<Animation>().Play("Walking");
transform.position = Vector3.MoveTowards(transform.position, ThePlayer.transform.position, EnemySpeed);
}
}
else
{
EnemySpeed = 0;
//TheEnemy.GetComponent<Animation>().Play("Idle");
}
}
if (AttackTrigger == 1)
{
EnemySpeed = 0;
//TheEnemy.GetComponent<Animation>().Play("Attacking");
}
}
void OnTriggerEnter()
{
AttackTrigger = 1;
}
void OnTriggerExit()
{
AttackTrigger = 0;
}
What can i do to ensure that it is sticking to the y axis at all times
unity c#
unity c#
New contributor
New contributor
edited 19 hours ago
Alex Myers
2458
2458
New contributor
asked 22 hours ago
GurdeepGurdeep
261
261
New contributor
New contributor
add a comment |
add a comment |
3 Answers
3
active
oldest
votes
$begingroup$
The reason this is happening is because Vector3.MoveTowards
will move all axes toward the target.
You can specifically exclude changes to the Y axis by creating a new target Vector3 having the Y axis set to the value it should stay at.
transform.position = Vector3.MoveTowards(
transform.position,
new Vector3(
ThePlayer.transform.position.x,
transform.position.y,
ThePlayer.transform.position.z
),
EnemySpeed
);
The above code creates a new Vector3 target where the Y axis is the same as the current position instead of the target, preventing Vector3.MoveTowards
from changing the Y axis at all.
New contributor
$endgroup$
$begingroup$
This works perfectly thank you! But when the zombie gets into close contact with me it seems to lean back and fall into the floor (weird), is it possible to state when it gets within a certain distance of me, stop moving towards me?
$endgroup$
– Gurdeep
21 hours ago
2
$begingroup$
Sure, you can useVector3.Distance(a, b)
to check the distance between two objects. docs.unity3d.com/ScriptReference/Vector3.Distance.html
$endgroup$
– EstelS
21 hours ago
$begingroup$
Is there any benefit to this approach over calculating the move-towards vector as normal and then just maintaining the current Y position during the assignment? i.e.Vector3 moveTowards = Vector3.MoveTowards(transform.position, ThePlater.transform.position, EnemySpeed); transform.position = new Vector3(moveTowards.x, transform.position.Y, moveTowards.z);
$endgroup$
– Abion47
14 hours ago
add a comment |
$begingroup$
You can break out the Vector3 target
parameter of Vector3.MoveTowards
to prevent movement on the y-axis. Simply set the y value of the target
position to the same y value as the current
position. For example:
Vector3 currentPosition = transform.position;
Vector3 targetPosition = new Vector3(ThePlayer.transform.position.x, transform.position.y, ThePlayer.transform.position.z);
transform.position = Vector3.MoveTowards(currentPosition, targetPosition, EnemySpeed);
$endgroup$
add a comment |
$begingroup$
The other answers are great. But if you have a RigidBody attached, you can freeze the y rotation via constraints. Then no code change would be necessary.
$endgroup$
1
$begingroup$
Except that the current code is moving the object viatransform.position
, which completely bypasses the Rigidbody and ignores any locking on its axes.
$endgroup$
– DMGregory♦
1 hour ago
add a comment |
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3 Answers
3
active
oldest
votes
3 Answers
3
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
The reason this is happening is because Vector3.MoveTowards
will move all axes toward the target.
You can specifically exclude changes to the Y axis by creating a new target Vector3 having the Y axis set to the value it should stay at.
transform.position = Vector3.MoveTowards(
transform.position,
new Vector3(
ThePlayer.transform.position.x,
transform.position.y,
ThePlayer.transform.position.z
),
EnemySpeed
);
The above code creates a new Vector3 target where the Y axis is the same as the current position instead of the target, preventing Vector3.MoveTowards
from changing the Y axis at all.
New contributor
$endgroup$
$begingroup$
This works perfectly thank you! But when the zombie gets into close contact with me it seems to lean back and fall into the floor (weird), is it possible to state when it gets within a certain distance of me, stop moving towards me?
$endgroup$
– Gurdeep
21 hours ago
2
$begingroup$
Sure, you can useVector3.Distance(a, b)
to check the distance between two objects. docs.unity3d.com/ScriptReference/Vector3.Distance.html
$endgroup$
– EstelS
21 hours ago
$begingroup$
Is there any benefit to this approach over calculating the move-towards vector as normal and then just maintaining the current Y position during the assignment? i.e.Vector3 moveTowards = Vector3.MoveTowards(transform.position, ThePlater.transform.position, EnemySpeed); transform.position = new Vector3(moveTowards.x, transform.position.Y, moveTowards.z);
$endgroup$
– Abion47
14 hours ago
add a comment |
$begingroup$
The reason this is happening is because Vector3.MoveTowards
will move all axes toward the target.
You can specifically exclude changes to the Y axis by creating a new target Vector3 having the Y axis set to the value it should stay at.
transform.position = Vector3.MoveTowards(
transform.position,
new Vector3(
ThePlayer.transform.position.x,
transform.position.y,
ThePlayer.transform.position.z
),
EnemySpeed
);
The above code creates a new Vector3 target where the Y axis is the same as the current position instead of the target, preventing Vector3.MoveTowards
from changing the Y axis at all.
New contributor
$endgroup$
$begingroup$
This works perfectly thank you! But when the zombie gets into close contact with me it seems to lean back and fall into the floor (weird), is it possible to state when it gets within a certain distance of me, stop moving towards me?
$endgroup$
– Gurdeep
21 hours ago
2
$begingroup$
Sure, you can useVector3.Distance(a, b)
to check the distance between two objects. docs.unity3d.com/ScriptReference/Vector3.Distance.html
$endgroup$
– EstelS
21 hours ago
$begingroup$
Is there any benefit to this approach over calculating the move-towards vector as normal and then just maintaining the current Y position during the assignment? i.e.Vector3 moveTowards = Vector3.MoveTowards(transform.position, ThePlater.transform.position, EnemySpeed); transform.position = new Vector3(moveTowards.x, transform.position.Y, moveTowards.z);
$endgroup$
– Abion47
14 hours ago
add a comment |
$begingroup$
The reason this is happening is because Vector3.MoveTowards
will move all axes toward the target.
You can specifically exclude changes to the Y axis by creating a new target Vector3 having the Y axis set to the value it should stay at.
transform.position = Vector3.MoveTowards(
transform.position,
new Vector3(
ThePlayer.transform.position.x,
transform.position.y,
ThePlayer.transform.position.z
),
EnemySpeed
);
The above code creates a new Vector3 target where the Y axis is the same as the current position instead of the target, preventing Vector3.MoveTowards
from changing the Y axis at all.
New contributor
$endgroup$
The reason this is happening is because Vector3.MoveTowards
will move all axes toward the target.
You can specifically exclude changes to the Y axis by creating a new target Vector3 having the Y axis set to the value it should stay at.
transform.position = Vector3.MoveTowards(
transform.position,
new Vector3(
ThePlayer.transform.position.x,
transform.position.y,
ThePlayer.transform.position.z
),
EnemySpeed
);
The above code creates a new Vector3 target where the Y axis is the same as the current position instead of the target, preventing Vector3.MoveTowards
from changing the Y axis at all.
New contributor
New contributor
answered 21 hours ago
EstelSEstelS
711
711
New contributor
New contributor
$begingroup$
This works perfectly thank you! But when the zombie gets into close contact with me it seems to lean back and fall into the floor (weird), is it possible to state when it gets within a certain distance of me, stop moving towards me?
$endgroup$
– Gurdeep
21 hours ago
2
$begingroup$
Sure, you can useVector3.Distance(a, b)
to check the distance between two objects. docs.unity3d.com/ScriptReference/Vector3.Distance.html
$endgroup$
– EstelS
21 hours ago
$begingroup$
Is there any benefit to this approach over calculating the move-towards vector as normal and then just maintaining the current Y position during the assignment? i.e.Vector3 moveTowards = Vector3.MoveTowards(transform.position, ThePlater.transform.position, EnemySpeed); transform.position = new Vector3(moveTowards.x, transform.position.Y, moveTowards.z);
$endgroup$
– Abion47
14 hours ago
add a comment |
$begingroup$
This works perfectly thank you! But when the zombie gets into close contact with me it seems to lean back and fall into the floor (weird), is it possible to state when it gets within a certain distance of me, stop moving towards me?
$endgroup$
– Gurdeep
21 hours ago
2
$begingroup$
Sure, you can useVector3.Distance(a, b)
to check the distance between two objects. docs.unity3d.com/ScriptReference/Vector3.Distance.html
$endgroup$
– EstelS
21 hours ago
$begingroup$
Is there any benefit to this approach over calculating the move-towards vector as normal and then just maintaining the current Y position during the assignment? i.e.Vector3 moveTowards = Vector3.MoveTowards(transform.position, ThePlater.transform.position, EnemySpeed); transform.position = new Vector3(moveTowards.x, transform.position.Y, moveTowards.z);
$endgroup$
– Abion47
14 hours ago
$begingroup$
This works perfectly thank you! But when the zombie gets into close contact with me it seems to lean back and fall into the floor (weird), is it possible to state when it gets within a certain distance of me, stop moving towards me?
$endgroup$
– Gurdeep
21 hours ago
$begingroup$
This works perfectly thank you! But when the zombie gets into close contact with me it seems to lean back and fall into the floor (weird), is it possible to state when it gets within a certain distance of me, stop moving towards me?
$endgroup$
– Gurdeep
21 hours ago
2
2
$begingroup$
Sure, you can use
Vector3.Distance(a, b)
to check the distance between two objects. docs.unity3d.com/ScriptReference/Vector3.Distance.html$endgroup$
– EstelS
21 hours ago
$begingroup$
Sure, you can use
Vector3.Distance(a, b)
to check the distance between two objects. docs.unity3d.com/ScriptReference/Vector3.Distance.html$endgroup$
– EstelS
21 hours ago
$begingroup$
Is there any benefit to this approach over calculating the move-towards vector as normal and then just maintaining the current Y position during the assignment? i.e.
Vector3 moveTowards = Vector3.MoveTowards(transform.position, ThePlater.transform.position, EnemySpeed); transform.position = new Vector3(moveTowards.x, transform.position.Y, moveTowards.z);
$endgroup$
– Abion47
14 hours ago
$begingroup$
Is there any benefit to this approach over calculating the move-towards vector as normal and then just maintaining the current Y position during the assignment? i.e.
Vector3 moveTowards = Vector3.MoveTowards(transform.position, ThePlater.transform.position, EnemySpeed); transform.position = new Vector3(moveTowards.x, transform.position.Y, moveTowards.z);
$endgroup$
– Abion47
14 hours ago
add a comment |
$begingroup$
You can break out the Vector3 target
parameter of Vector3.MoveTowards
to prevent movement on the y-axis. Simply set the y value of the target
position to the same y value as the current
position. For example:
Vector3 currentPosition = transform.position;
Vector3 targetPosition = new Vector3(ThePlayer.transform.position.x, transform.position.y, ThePlayer.transform.position.z);
transform.position = Vector3.MoveTowards(currentPosition, targetPosition, EnemySpeed);
$endgroup$
add a comment |
$begingroup$
You can break out the Vector3 target
parameter of Vector3.MoveTowards
to prevent movement on the y-axis. Simply set the y value of the target
position to the same y value as the current
position. For example:
Vector3 currentPosition = transform.position;
Vector3 targetPosition = new Vector3(ThePlayer.transform.position.x, transform.position.y, ThePlayer.transform.position.z);
transform.position = Vector3.MoveTowards(currentPosition, targetPosition, EnemySpeed);
$endgroup$
add a comment |
$begingroup$
You can break out the Vector3 target
parameter of Vector3.MoveTowards
to prevent movement on the y-axis. Simply set the y value of the target
position to the same y value as the current
position. For example:
Vector3 currentPosition = transform.position;
Vector3 targetPosition = new Vector3(ThePlayer.transform.position.x, transform.position.y, ThePlayer.transform.position.z);
transform.position = Vector3.MoveTowards(currentPosition, targetPosition, EnemySpeed);
$endgroup$
You can break out the Vector3 target
parameter of Vector3.MoveTowards
to prevent movement on the y-axis. Simply set the y value of the target
position to the same y value as the current
position. For example:
Vector3 currentPosition = transform.position;
Vector3 targetPosition = new Vector3(ThePlayer.transform.position.x, transform.position.y, ThePlayer.transform.position.z);
transform.position = Vector3.MoveTowards(currentPosition, targetPosition, EnemySpeed);
edited 11 hours ago
answered 21 hours ago
Alex MyersAlex Myers
2458
2458
add a comment |
add a comment |
$begingroup$
The other answers are great. But if you have a RigidBody attached, you can freeze the y rotation via constraints. Then no code change would be necessary.
$endgroup$
1
$begingroup$
Except that the current code is moving the object viatransform.position
, which completely bypasses the Rigidbody and ignores any locking on its axes.
$endgroup$
– DMGregory♦
1 hour ago
add a comment |
$begingroup$
The other answers are great. But if you have a RigidBody attached, you can freeze the y rotation via constraints. Then no code change would be necessary.
$endgroup$
1
$begingroup$
Except that the current code is moving the object viatransform.position
, which completely bypasses the Rigidbody and ignores any locking on its axes.
$endgroup$
– DMGregory♦
1 hour ago
add a comment |
$begingroup$
The other answers are great. But if you have a RigidBody attached, you can freeze the y rotation via constraints. Then no code change would be necessary.
$endgroup$
The other answers are great. But if you have a RigidBody attached, you can freeze the y rotation via constraints. Then no code change would be necessary.
answered 11 hours ago
EvorlorEvorlor
2,41632567
2,41632567
1
$begingroup$
Except that the current code is moving the object viatransform.position
, which completely bypasses the Rigidbody and ignores any locking on its axes.
$endgroup$
– DMGregory♦
1 hour ago
add a comment |
1
$begingroup$
Except that the current code is moving the object viatransform.position
, which completely bypasses the Rigidbody and ignores any locking on its axes.
$endgroup$
– DMGregory♦
1 hour ago
1
1
$begingroup$
Except that the current code is moving the object via
transform.position
, which completely bypasses the Rigidbody and ignores any locking on its axes.$endgroup$
– DMGregory♦
1 hour ago
$begingroup$
Except that the current code is moving the object via
transform.position
, which completely bypasses the Rigidbody and ignores any locking on its axes.$endgroup$
– DMGregory♦
1 hour ago
add a comment |
Gurdeep is a new contributor. Be nice, and check out our Code of Conduct.
Gurdeep is a new contributor. Be nice, and check out our Code of Conduct.
Gurdeep is a new contributor. Be nice, and check out our Code of Conduct.
Gurdeep is a new contributor. Be nice, and check out our Code of Conduct.
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