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Rays do not detect terrain and prefabs do not spawn where wanted
Hello, i have created script which instantiates prefab on maps on all possible spawnpoints. It searches for all spawnpoints and puts them on List. Then, it calls a function which casts a ray downwards from position of spawnpoint in search for suitable terrain to spawn tree. There are few things that may fail, but i always want it to spawn few trees on one spawnpoint, 3 for example. This will enforce it to cast 3 times, but it might fail and not hit terrain. But it does hit 99% times, so it is not a big problem if some spawnpoints creates only 2 trees. The problem is, that even if 99% of the rays hit the ground, most of them do not make contact. I used Debug.Line to demonstrate this:
The things on mountain are trees which are supposed to spawn on the point of contact with terrain. My code (code might miss a brace or two because i needed to trim out long commented areas and i might have trimmed too much):
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class raySpawn : MonoBehaviour {
//public GameObject[] propy = new GameObject[30];
public GameObject [] brzozy = new GameObject [5];
public GameObject[] kamole = new GameObject[10];
private Vector3 origin;
private int index = 0;
private bool czyIndexPoprawny = false;
public GameObject parent;
private int odl = 0;
public int iloscPropow = 90;
public int iloscSkał = 2000;
private int zrespionePropy = 0;
// Use this for initialization
void Start () {
SkierujZwierzeta(); //DOESNT MATTER
origin = gameObject.transform.position;
RaycastHit hit;
List<GameObject> spawnOzdob = new List<GameObject>();
GameObject[] spawnOzdobTable;
spawnOzdobTable = GameObject.FindGameObjectsWithTag("SpawnOzdoby");
spawnOzdob.AddRange(spawnOzdobTable);
//PROPY
for(int i = 0; i < spawnOzdob.Count; i++)
{
Vector3 origin = new Vector3(spawnOzdob[i].transform.position.x,spawnOzdob[i].transform.position.y+5,spawnOzdob[i].transform.position.z);
switch(spawnOzdob[i].name)
{
default:
Debug.Log("Nie wykryto żadnych spawnów pod akceptowanymi nazwami");
break;
case "SpawnBrzozy":
SpawnujWColliderze(origin, brzozy, Random.Range(0,5),10);
break;
}
}
}
void FixedUpdate(){ //DOES NOT MATTER IN THIS CASE
odl++;
if(odl == 3000)
{
odl = 0;
SkierujZwierzeta();
}
}
void SpawnujWColliderze(Vector3 origin, GameObject[] zbiór, int index, int gęstość)
{
Debug.Log("Przygotowuje sie do spawnowania spawnOzdob");
RaycastHit hit;
for(int i = 0; i < gęstość;i++)
{
Vector3 cel = new Vector3(origin.x+Random.Range(-16,16),origin.y-10,origin.z+Random.Range(-16,16));
Debug.DrawLine(origin,cel,Color.red,1000);
Ray linia = new Ray(origin, cel);
if(Physics.Raycast(linia, out hit))
{
Debug.Log("Raycast wystrzelony");
if(hit.transform.tag == "ZaczepBudowy")
{
Debug.DrawLine(origin,cel,Color.green,1000);
//i++;
Debug.Log("Zespawnowałem ozdobę");
//zrespionePropy++;
GameObject obiekt = Instantiate(zbiór[index],hit.point,Quaternion.identity) as GameObject;
obiekt.AddComponent<UnityEngine.AI.NavMeshObstacle>().carving = true;
obiekt.transform.parent = parent.transform;
}
else if(hit.transform.tag != "ZaczepBudowy")
{
//i--;
}
}
}
}
void SkierujZwierzeta(){ //COMPLETELY DOESNT MATTER IN THIS PROBLEM
Debug.Log("Przesylam pozycje ruchu");
RaycastHit hit;
Ray linia = new Ray(gameObject.transform.position, new Vector3(Random.Range(-1000,1000), -500, Random.Range(-1000,1000)));
if(Physics.Raycast(linia,out hit) && hit.transform.tag == "ZaczepBudowy")
{
if(hit.point.y > 24)
{
GameObject.FindGameObjectWithTag("Zwierze").SendMessage("ZmienCel",hit.point,SendMessageOptions.DontRequireReceiver);
}
}
else
SkierujZwierzeta();
}
}
I assume that the problem is related to how my code handles rays, but i dont know. Can someone help me?
Answer by MarshallN · Apr 06, 2017 at 03:51 PM
When creating a ray, it takes two arguments - position of the beginning of the ray, then direction the ray should go in. Your Vector3 'cel' is a positional vector, not a direction, but you're putting it into the ray as if it's a direction. If you insert the following line Vector3 celDirection = cel - origin;
just before you cast the ray, then use Ray linia = new Ray(origin, celDirection);
instead of Ray linia = new Ray(origin, cel);
, it should be fine.
Those Debug.DrawLines aren't drawing the actual rays, because of this error. If you draw the line between origin and hit.point, it'll show you the actual ray.
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