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Question by ThiagoTejo · Dec 12, 2013 at 03:19 AM · wallnormalalign

Align character to wall

Hello guys, i'm making a WallJump mechanic in my game, and its almost done and working fine. The only thing left that I want to do, is to align my character to the wall that its touching. (This should also be useful when making the character climb a ledge or stair.)

I get the wall normal usign a raycast, and then i set my character eulerAngles to be equal the hit.normal, but this only works in certain walls ( ones that have a specific normal value, something like (0,0,1)), in others, it gets very messed up.

I guess that it have something to do with world and local values...

Well, that's it, i hope someone can help me.

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avatar image robertbu · Dec 12, 2013 at 04:55 AM 0
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A lot of unknown's in this question. I'm imagining vertical walls with a character standing on a flat ground. If so, you should be able to just add this code your character:

 transform.rotation = Quaternion.LookRotation(-hit.normal);

If the walls can be at odd, vertical angles or you want the rotation to happen over time rather than immediately, then you will need more code.

avatar image ThiagoTejo · Dec 12, 2013 at 05:01 AM 0
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Well, basically, what i want to do, is how to use the hit.normal and transform.rotation to make my character face a surface. just that, the rest of the code is already done

avatar image robertbu · Dec 12, 2013 at 05:08 AM 0
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The above line will do that as long as 'face' means the positive 'z' side of the object. It does it instantly.

avatar image ThiagoTejo · Dec 12, 2013 at 05:10 AM 0
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Oh man, my bad, I wasn't typing the "-" to make the normal negative xD

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