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Question by TRiToNDREyJA · Jan 27, 2013 at 10:41 PM · terrainnormalsslopealign

how can I align player with slope normals(no rigidbody)

i really need to find out how to do t$$anonymous$$s, ive read about raycasts and looked through answers, but none of them work. my character either rotated randomly or teleported. can someone make me a script?

Here is my char controller:

 public var walkSpeed : float = 1.0; private var gravity = 60; private var moveDirection : Vector3 = Vector3.zero; private var charController : CharacterController; //private var power : float = 4.0;
 public var JumpSpeed : float; 
 public var motor : CharacterMotor;
 public var acc : float;
 public var maxspeed : float;
 var underwater : boolean = false;
 public var motor2 : CharacterMotorJumping;
 function Start() { charController = GetComponent(CharacterController); animation.wrapMode = animation.wrapMode.Loop;
 targetNormal = transform.up;
  }
 public var pad : float = 0.0f;
 var jumpingFromPad : boolean = false;
 var canJumpFromPad : boolean = true;
 public var streak : GameObject; // player direction in X-Z space;
 public var energy : float;
 public var isGrounded : boolean = false;
 //Make raycast direction down
 public var homing : homingattack;
 private var vertVel: float = 0; // vertical velocity 
 function Awake () {
     motor = GetComponent(CharacterMotor);
 }
 function Update () {
     if(Input.GetKey("e") ) {      
          animation.CrossFade("Jump");
         }
     if(!isGrounded)
     {
         homing.canhome = true;
     }
     if (jumpingFromPad)
     {
         animation.CrossFade("Up");
     }
     if (canJumpFromPad && jumpingFromPad)
     {
             
             
             pad += Time.deltaTime;
             vertVel = 100;
 
     }
 
     if (pad >= 1.5f && jumpingFromPad)
             {
             pad = 0;
             jumpingFromPad = false;
             homing.canhome = true;
             }
     
     var distToGround: float;
     isGrounded = Physics.Raycast(transform.position, -Vector3.up, distToGround + 1.5);
     if(Input.GetKey("left s$$anonymous$$ft")&&  isGrounded) {
     energy = 3;
     }
          if(Input.GetKey("e") ) {      
          animation.CrossFade("Jump");         
          animation["Jump"].speed = 20; 
          }
      
     if(Input.GetAxis("Vertical") > 0.1 && isGrounded) {
     if (charController.isGrounded)
     {
          if(Input.GetKey("left s$$anonymous$$ft")) {
               animation["Run"].speed = 90;
          }
 
          else {
               animation.CrossFade("Run");
               animation["Run"].speed = 1;
          }
     }
     }
     else
         {
         if (charController.isGrounded == false)
             {    
                 if(Input.GetAxis("Vertical"))
                 {
                 animation.CrossFade("Fall2");
                 }
                 if(Input.GetKey("e"))
                 {
                 }
                 else
                 {
                 animation.CrossFade("Fall2");
                 }
         }
         else {
          if (walkSpeed >0)
          {
              walkSpeed -= (walkSpeed/3);
          }
              if (walkSpeed <1)
              {
              animation.CrossFade("Idle");
              }
         }
         }    
 
     // Create an animation cycle for when the character is turning on the spot
     if(Input.GetAxis("Horizontal") && !Input.GetAxis("Vertical"))
     {
         //animation.CrossFade("walk");
     }
 
 
 
     transform.eulerAngles.y += (Input.GetAxis("Horizontal") * 5);
 
     // Calculate the movement direction (forward motion)
     // read the controls outside the if:
     
     if (isGrounded) { // if it's grounded...
         if (Input.GetKey ("e")) { // and Jump is pressed...
             vertVel = 65; // vertical velocity = jumpSpeed
             homing.canhome = true;
             isGrounded = false;
         }
     }
     vertVel -= gravity * Time.deltaTime; // apply gravity to the vertical velocity
     moveDirection.y = vertVel; // combine move direction with vertical velocity
     moveDirection = Vector3(0, vertVel, walkSpeed);
     moveDirection = transform.TransformDirection(moveDirection);
     charController.Move(moveDirection * Time.deltaTime); // and Move
 
     
 }
 
 //t$$anonymous$$s is my movement control script to switch the animations..
 
 
 
 
 
 function FixedUpdate () { if(Input.GetAxis("Vertical") > .1) {
 
     streak.particleEmitter.minEnergy = energy;
     streak.particleEmitter.maxEnergy = energy;
         if(Input.GetKey("left s$$anonymous$$ft") &&  isGrounded )
         {
 
             animation.CrossFade("Run");
             animation["Run"].speed = 20;
             walkSpeed = 200;
             energy = 3;
         }
         else
         {
 
             animation["Run"].speed = 1;
             animation.CrossFade("Run");
             if (walkSpeed <= maxspeed && !underwater)
             {         
             walkSpeed += (acc);
             }         
 
             else if (underwater && walkSpeed <= (maxspeed/12))
             {
             walkSpeed += (acc/5);
             }
             
             else
             {
             if (underwater)
             {
             walkSpeed = (maxspeed/12);
             }
             else
             {
             walkSpeed = maxspeed;
             }
             
             energy = 0;
         }  
         if(Input.GetKey("e") ) {      
          animation.CrossFade("Jump");
         }
 
 
     }
     
     if(Input.GetAxis("Vertical") < -.1 &&  isGrounded )
     {
 
         animation["Run"].speed = -1;
         animation.CrossFade("Run");
         walkSpeed = 5;
     }
     if(Input.GetKey("e") ) {      
          animation.CrossFade("Jump");
          }
 
 
     
     // Create an animation cycle for when the character is turning on the spot
 }
 }
 
 
 function OnTriggerEnter(other : Collider)
 {
     if (other.tag == "jumpPad")
     {
         print ( "jumpPad reached" );
         jumpingFromPad = true;
     }
     if (other.tag == "water") {
     underwater = true;
     }
 }
 
 function OnTriggerExit ( other : Collider) {
     if (other.tag == "water") {
     underwater = false;
     }
     
 }
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avatar image TRiToNDREyJA · Jan 27, 2013 at 10:25 PM 0
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ignore the code // comments.

avatar image Golan2781 · Jan 27, 2013 at 10:48 PM 0
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Could you make that question a bit more precise? It's a tad... unpractical to try and figure out where in over 200 lines of code a relevant situation and possible bug are.

avatar image TRiToNDREyJA · Jan 27, 2013 at 11:11 PM 0
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i am making a sonic style game. my terrain has hills and rough terrain. i want the character to say for example, rotate 45 degrees if hes walking up a 45-degree slope?. i need a script for this

avatar image TRiToNDREyJA · Jan 27, 2013 at 11:11 PM 0
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the code doesnt matter much. i just need to see if the jumping around is caused by the script

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