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Question by charlietheGfish · Feb 26, 2013 at 07:56 AM · movementcharacterprogrammingmouseclick

How to get point and click movement working with an isometric view/rotated camera

I've been searching the forums and answers to try and solve point and click movement which I believe I have going okay. I however ran into a problem with the camera angle, which I think has been messing with me getting the right place for the character to move to. Someone else suggested this in another post about doing a similar thing but never left an actual solution. I'll throw up the code I have code I have going and a screenshot of the camera angle.

I could be wrong about the problem but any help would be great. Thanks in advance.

 using UnityEngine;
 using System.Collections;
 
 [RequireComponent(typeof(CharacterController))]
 
 public class CharacterClickController : MonoBehaviour 
 {
     RaycastHit hit;
     Vector3 newPos;
     
     bool canWalk = false;
     
     public float speed = 3.0f;
     public float rotateSpeed = 3.0f;
     
     // Use this for initialization
     void Start () 
     {
         hit = new RaycastHit();
     }
     
     // Update is called once per frame
     void Update () 
     {
         if (canWalk)
         {
             makeCharacterWalk();
         }
     }
     
     void OnGUI()
     {
         Event e = Event.current;
         
         if (e.button == 0 && e.isMouse)
         {
             Debug.Log("mouse click");
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             if (Physics.Raycast(ray, out hit, 1000.0f))
             {
                 newPos = new Vector3(hit.point.x, 0.5f, hit.point.z);    
             }
             
             canWalk = true;
             
             //point = Input.mousePosition;
             //Debug.Log("point is " + point);
         }
     }
     
     void makeCharacterWalk()
     {
         CharacterController controller = GetComponent<CharacterController>();
         
         controller.SimpleMove(newPos * Time.deltaTime);
         
         
         
     }
 }

alt text

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Answer by charlietheGfish · Feb 27, 2013 at 03:39 AM

A few hours sleeping and I managed to solve this question myself. I was being silly and giving the character a position instead of a direction to go in.

The character walk function now looks like this -

 void makeCharacterWalk()
     {
         CharacterController controller = GetComponent<CharacterController>();
         
         Vector3 diff = transform.TransformDirection(newPos - transform.position);
         controller.SimpleMove(diff * speed);    
     }
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