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Question by MrCreature · Apr 02, 2017 at 06:45 PM · scripting problemclick to move

Click to Move spinning character bug

Hey people,

Hope someone out there can help me with a bug in Unity, I'm trying to develop a click to move character movement system.

For the most, it is working correctly. However I have encountered a bug where the player character will spin around the point it has been asked to move to. I believe this error is caused by elevation changes in the terrain height. I am currently using a RayCast to get the position and move the character. I am wondering if it is possible to have a 'stop' command when the player character reaches just before the "clicked" point on the terrain; thus hopefully fixing this spinning bug. I'll post my script below. (note that it appears to work on level flat terrain)

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ClickToMove : MonoBehaviour {
     public float speed;
     public CharacterController controller;
     private Vector3 position;
 
     // Use this for initialization
     void Start () {
         position = transform.position;
     }
     
     // Update is called once per frame
     void Update () {
         if(Input.GetMouseButton(0)) {
             locatePosition ();
         }
 
         moveToPosition ();
 
     }
 
     void locatePosition() {
         RaycastHit hit;
         Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
 
         if(Physics.Raycast(ray, out hit, 1000)) {
             position = new Vector3 (hit.point.x, hit.point.y, hit.point.z);
         }
     }
 
     void moveToPosition() {
 
         if (Vector3.Distance (transform.position, position) > 1) {
             Quaternion newRotation = Quaternion.LookRotation (position - transform.position);
 
             newRotation.x = 0f;
             newRotation.z = 0f;
 
             transform.rotation = Quaternion.Slerp (transform.rotation, newRotation, Time.deltaTime * 10);
             controller.SimpleMove (transform.forward * speed);
         }
     }
 }
 

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Answer by Matthewj866 · Apr 05, 2017 at 10:02 PM

If you are certain the Y axis is the problem, you could create a new Vector3 which matches the transform.position.y of the character to that of the target position, then use that in the Vector3.Distance() check.

Example:

 Vector3 vectorForComparison = new Vector3(position.x, transform.position.y, position.z);
 
          if (Vector3.Distance (transform.position, vectorForComparison ) > 1) {
              Quaternion newRotation = Quaternion.LookRotation (position - transform.position);
  
              newRotation.x = 0f;
              newRotation.z = 0f;
  
              transform.rotation = Quaternion.Slerp (transform.rotation, newRotation, Time.deltaTime * 10);
              controller.SimpleMove (transform.forward * speed);

This preserves the old Y axis value if you need it for some reason while bypassing the problem of the Y axis causing your character to "spin".

Hope this helps.

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