C# Click to Move problem?

Hi folks. I have converted the helpful JS click to move script (http://www.unifycommunity.com/wiki/index.php?title=Click_To_Move) to C# for my project.

There are 2 problems: 1) I don’t entirely understand how it works; 2) It is not working as advertised. Let’s tackle Problem #2 first! I’ll paste in the code I have on my Player.cs script so far:

public class Player : MonoBehaviour {

public float PlayerMoveSpeed;
private Vector3 TargetPosition;
private Transform PlayerTransform;


void Start () 
{
	PlayerTransform = transform;
}

void Update () 
{				
	//Amount to move, move speed
	float amtToMove = PlayerMoveSpeed * Time.deltaTime;
	
	//Move the Player after they have clicked the Left Mouse Button on a location
	if (Input.GetMouseButtonDown(0))
	{
		Plane playerPlane = new Plane(Vector3.up, PlayerTransform.position);
    	Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
    	float hitdist = 0.0f;
		
		if (playerPlane.Raycast(ray, out hitdist)) 
		{
            Vector3 targetPoint = ray.GetPoint(hitdist);
            TargetPosition = ray.GetPoint(hitdist);
            Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
            PlayerTransform.rotation = targetRotation;
		}						
	}
	
	PlayerTransform.position = Vector3.Lerp(PlayerTransform.position, TargetPosition, amtToMove);
}

}

This script is attached to my capsule game object. When I run the program, the capsule slides up on the Y-axis to about the center of the screen, then stops. I don’t know why the hitdist is set to 0.0f but I suspect that is the problem. But I just don’t know what to do with this value as it’s passed into the ray.GetPoint function.

Well, most of the script is rather advanced for me. My intention is to have the capsule smoothly move to where I click with the mouse. I do not care about things like collision or terrain at the moment (it’s a space game). It’s really important I get this basic mechanic working 100% before I continue.

Any help would be much appreciated!

Mac

1 Answer

1

No, it has nothing to do with hitDist being set to 0. hitDist gets modified in the playerPlane.Raycast line, so that you know how far away the hit was!

The reason why your object moves up to the middle of the screen is because if you don’t set a value to TargetPosition by default, it gets set to (0, 0, 0). This makes your character move to the origin, if you do not give it any inputs!

To solve this, set TargetPosition in your Start method, so that it doesn’t run away.

void Start()
{
    PlayerTransform = transform;
    TargetPosition = PlayerTransform.position;
}

Thanks syclamoth. Your suggestion fixed the issue of my object moving to the origin point. I forgot to mention that the "Input.GetMouseButtonDown(0)" doesn't result in the object moving to where I click with the left-mouse button. I moved the line: PlayerTransform.position = Vector3.Lerp(PlayerTransform.position, TargetPosition, amtToMove); into one of the IF statements but that didn't work either.

I also have the same problem. The object rotates in the right direction but doesn't move.