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Resolved Determing slope direction with DOTS physics

Discussion in 'DOTS Physics' started by Serenian, Nov 22, 2021.

  1. Serenian

    Serenian

    Joined:
    Jan 18, 2018
    Posts:
    4
    Hello, this should be pretty easy to figure out; however, for the life of me I cannot seem to get anything to work correctly.

    Problem: I'm trying to adjust the angle of the treads of my robot player on a slope. However, I cannot seem to figure out how to determine if the slope is positive of negative depending on where the character is facing. (See Image)

    upload_2021-11-21_23-15-15.png

    My Current Solution: I am able to figure out the normal from the ground collider hit and the overall angle; however, I have no clue how to get a signed value nor do I know how to do this appropriately. Here are my two code blocks that I attempted to use to solve this issue:

    upload_2021-11-21_23-19-54.png

    Bottom line objective: I'd like to adjust the treads to match the ground slope.

    Any guidance or help would be greatly appreciated. Thank you!
     
    Last edited: Nov 22, 2021
  2. Serenian

    Serenian

    Joined:
    Jan 18, 2018
    Posts:
    4
    SOLUTION

    Alright, I figured it out. I was using the wrong axis when I was determining the sign of the angle. Here is my code for future folks who may run into the same problem:

    Code (CSharp):
    1.     var normal = characterBody.GroundHit.Normal;
    2.     var forward = MathUtilities.GetForwardFromRotation(rotation.Value);
    3.     var projection = MathUtilities.ProjectOnPlane(forward, normal);
    4.          
    5.     var axis = MathUtilities.GetRightFromRotation(rotation.Value);
    6.  
    7.     var angle = MathHelpers.Angle(forward, projection);
    8.     var angleSigned = MathHelpers.AngleSigned(forward, projection, axis);
    9.  
    Mind you, that you will need to create these helper functions (which the source code can be adapted from the
    Vector3
    class found on Untiy's GitHub repo.
     
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