I experience an little offset each time i repeat my transform.RotateAround.
Idk where i’m wrong. I’m also an begineer at coding.
There a video showing my offset i got.
There is my MoveZone script who trigger my move selection.
using UnityEngine;
using System.Collections;
public class MoveZone : MonoBehaviour
{
public GameObject player2;
public Vector3 movement;
public Rigidbody movezone;
//Use this for initialization
void Start ()
{
}
// Update is called once per frame
void Update ()
{
if (Input.GetButtonDown ("Jump"))
{
GameObject player2 = GameObject.Find("Player 2");
this.player2 = player2;
movezone.transform.RotateAround(player2.transform.position, transform.up, 5f);
movezone.MovePosition (player2.transform.position + movement);
}
}
}
Here my RoadSelection script who select the destination
using UnityEngine;
using System.Collections;
public class RoadSelection : MonoBehaviour
{
public Transform startMarker;
public Vector3 endMarker;
public float speed = 1.0F;
public GameObject player2;
// Use this for initialization
void Start ()
{
}
void Update ()
{
startMarker = player2.transform;
}
void OnMouseDown ()
{
if (gameObject.GetComponent<MeshRenderer>().enabled == true)
{
endMarker = gameObject.transform.position;
Move ();
}
}
void Move()
{
GameObject player2 = GameObject.Find("Player 2");
this.player2 = player2;
player2.transform.RotateAround(player2.transform.position, transform.up, 5f);
player2.transform.position = Vector3.Lerp(startMarker.position, endMarker, 1);
}
}
There my MarkerToogle script who toogle markers to be enabled or not
using UnityEngine;
using System.Collections;
public class MarkerToogle : MonoBehaviour
{
// Use this for initialization
void Start ()
{
}
// Update is called once per frame
void OnTriggerEnter (Collider other)
{
GetComponent<MeshRenderer>().enabled = true;
GetComponent<CapsuleCollider>().enabled = true;
}
void OnTriggerExit (Collider other)
{
GetComponent<MeshRenderer>().enabled = false;
GetComponent<CapsuleCollider>().enabled = false;
}
}