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Question by Thomas-Hawk · Oct 02, 2018 at 03:30 PM · movementvector3enemydirectiontranslate

How to find the direction to translate an object, to move towards a point, regardless of rotation?

I have two objects. A and B. A moves around freely (A player.) B is an object w$$anonymous$$ch simply moves around based on a 'movement vector" , that is, a "horizontal" and "vertical" vector (NOT one fed in by the keyboard).

So, naturally, that "movement vector" is relative to B's rotation (i.e, "(0 , 1)" will move it forward)

I need to calculate that "movement vector" based on a "destination node" (w$$anonymous$$ch is calculated by a timer). I could just say "look at the node, and move forward" But, I need B to move towards the node even if its transform.forward changes.

I thought I just needed to multiply a direction vector by transform.forward of B. But I'm dumb! Thanks in advance for any help.

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avatar image TreyH · Oct 02, 2018 at 03:36 PM 0
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If you know the destination and where you're starting from, you can do this with basic vector math.

 // Where you're starting
 Vector3 source = new Vector3(0, -10, 20);
 
 // Where you're going
 Vector3 destination = new Vector3(10, 20, -5);
 
 // Difference vector
 Vector3 delta = (destination - source);
 
 // Direction and distance
 Vector3 sourceToDestination = delta.normalized;
 float distance = delta.magnitude;


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Answer by Hellium · Oct 02, 2018 at 03:36 PM

The following function will give you the direction vector in the local space of the given transform.

 Vector3 GetLocalDirection( Transform transform, Vector3 destination )
 {
     return transform.InverseTransformDirection( (destination - transform.position).normalized );
 }

You can use it as follow:

 gameObjectB.transform.Translate( GetLocalDirection( gameObjectB.transform, destinationNode.transform.position ) ) ;
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