Movement between waypoints?

So I'm moving a cube between waypoints, now my problem is that i only want it to align itself with the waypoints along the xaxis, i don't want it to float through the air to reach them and I want gravity to remain active whilst it moves between them.

Heres my code so far:

var waypoint: Transform[];
var speed : float = 20;
private var currentWaypoint:int;

var loop : boolean = true;

function Awake(){
    waypoint[0] = transform ;
function Update () {
    if(currentWaypoint < waypoint.length){
        var target : Vector3 = waypoint[currentWaypoint].position;
        var moveDirection : Vector3 = target - transform.position;

        var velocity = rigidbody.velocity;

        if(moveDirection.magnitude < 1){
            velocity = moveDirection.normalized * speed;
            currentWaypoint = 0;
            velocity =;

    rigidbody.velocity = velocity;

How would I go about doing this?

It sounds like you want to have your object moving along the ground (is the ground flat?) and just moving to where the waypoint would be projected onto the ground (use `Physics.Raycast` to determine where that is by raycasting up or down).

A simple thing to do that might work is to change your rigidbody math to instead use `AddForce` instead of using .velocity directly. (This is to let gravity and collision stuff do its trick.) Maybe make your vertical component of the vector you calculated to go to the next waypoint zero so it doesn't apply force upwards. Maybe change the physics properties of your collider so it slides across the ground easier. There are lots of little things you can play around with if you have a small set of requirements.

(Also, rigidbody updates should go in `FixedUpdate`, not `Update`.)

These suggestions are pretty naive, honestly, and you really should look into more advanced pathfinding solutions:

The aligning to the x axis is easy, just do `transform.rotation = Quaternion.Euler( target.transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, transform.rotation.eulerAngle.z );` (Although you'll probably want to use some kind of lerping from the Quaternion class to make the rotation smooth.)

great post. fixed my waypoints :slight_smile: