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Hi people, I'm stuck at work with a project I'm developing. It consists of a car which has to move around pushing boxes to desired locations. Because of the movement of the vehicle (It steers with the back wheels) and some other stuff, I decided not to make it a physics car. So, I have a piece of code which moves the vehicle and steers it nice, but the problem is when my terrain is not flat. I've been reading around and found that you have to cast a ray, get the objects orientation and normals, and etc, but the trught is I'm not that good at maths and all my attempts to reproduce this, failed. Could anyone give me a little hand here, enlightening me of how to do this? This is my actual code:
Thanks very much!
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I recently tried something similar with a hoverboard. I had 4 raycasts to determine the ground rotation, but then I was advised to use the RaycastHit.normal. I should point out both answers are by Aldo Naletto , not myself. Link to answer in my question (in JavaScript) : http://answers.unity3d.com/questions/230216/why-am-i-getting-a-flipped-out-effect-from-my-transform.rotate.html Link to original question/answer (in C#) : http://answers.unity3d.com/questions/168097/orient-vehicle-to-ground-normal.html Thanks very much for your reply @alucardj , I'll be checking the JS thread tomorrow at work to see if I can solve this issue. Thanks!
Mar 26 '12 at 09:47 PM
kevinseligmann
I have placed the script above for easy reference. It is worth reading teh links to get an understanding of what it does though.
Mar 28 '12 at 10:46 AM
alucardj
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Apr 11 '12 at 04:38 AM
alucardj
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