Problèmes mon perso quand il avance et qu'il doit monter sur un terrain au lieu de rester sur sol plat , "tremble" et ne reste jamais fixe.
Au début l'objet tomber sur lui même j'ai pallier le problèmes avec un rigidbody est modifier les constraints , mais mon perso arriver a destination "tremble" toujours.
Voici mon code que vous pouvez tester :
Code : Tout sélectionner
using UnityEngine;
using System.Collections;
public class TapToMove : MonoBehaviour
{
//flag to check if the user has tapped / clicked.
//Set to true on click. Reset to false on reaching destination
private bool flag = false;
//destination point
private Vector3 endPoint;
//alter this to change the speed of the movement of player / gameobject
public float duration = 50.0f;
//vertical position of the gameobject
private float yAxis;
void Start()
{
//save the y axis value of gameobject
yAxis = gameObject.transform.position.y;
}
// Update is called once per frame
void Update()
{
//check if the screen is touched / clicked
if ((Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) || (Input.GetMouseButtonDown(0)))
{
//declare a variable of RaycastHit struct
RaycastHit hit;
//Create a Ray on the tapped / clicked position
Ray ray;
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
//Check if the ray hits any collider
if (Physics.Raycast(ray, out hit))
{
//set a flag to indicate to move the gameobject
flag = true;
//save the click / tap position
endPoint = hit.point;
//as we do not want to change the y axis value based on touch position, reset it to original y axis value
endPoint.y = yAxis;
Debug.Log(endPoint);
}
}
//check if the flag for movement is true and the current gameobject position is not same as the clicked / tapped position
if (flag && !Mathf.Approximately(gameObject.transform.position.magnitude, endPoint.magnitude))
{ //&& !(V3Equal(transform.position, endPoint))){
//move the gameobject to the desired position
gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, endPoint, 1 / (duration * (Vector3.Distance(gameObject.transform.position, endPoint))));
}
//set the movement indicator flag to false if the endPoint and current gameobject position are equal
else if (flag && Mathf.Approximately(gameObject.transform.position.magnitude, endPoint.magnitude))
{
flag = false;
Debug.Log("I am here");
}
}
}