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Question by Ziron999 · Sep 17, 2015 at 10:34 PM · raycastmousemousepositionplanemouseclick

Mouse plane does not detect height

the basic check nearly everyone does for raycasting mouse clicks is something like this:

 if (Input.GetMouseButton(1))
         {
             Plane plane = new Plane(Vector3.up, transform.position);
             rayToMouse = Camera.main.ScreenPointToRay(Input.mousePosition);
             float dist;
             plane.Raycast(rayToMouse, out dist);
             Vector3 targetPos = rayToMouse.GetPoint(dist);
             if (Physics.Raycast(rayToMouse, out hitTag, layerMask))
             {
                 //if (hitTag.transform.name != "" || hitTag.transform.gameObject.layer == 9)//9 = Ground Layer
                 //{
                     MarkerGO.transform.position = new Vector3(targetPos.x, targetPos.y - 1, targetPos.z);
                 //}
                 MovePlayerToDestination();
             }
         }

However in my case I need it to detect height here is a screenshot of the issue. The marker goes under the higher up walkable building even with a layermask...I think the main issue is there is no way to get a layermask for the plane. I can't figure out a way to get the plane to move up when the mouse is on a higher point.alt text

untitled.jpg (6.1 kB)
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Answer by lassade · Sep 18, 2015 at 12:16 AM

Check if the brown object is in the layerMask and have a mesh collider, for test use layerMask = -1 (everything).

Try this:

 if (Input.GetMouseButton(1))
 {
     Plane plane = new Plane(Vector3.up, transform.position);
     rayToMouse = Camera.main.ScreenPointToRay(Input.mousePosition);
     // you do not need this ! becouse hitTag is a RaycastHit and gives you this info
     // float dist;
     // plane.Raycast(rayToMouse, out dist);
     // Vector3 targetPos = rayToMouse.GetPoint(dist);
     if (Physics.Raycast(rayToMouse, out hitTag, layerMask))
     {
         Vector3 targetPos = hitTag.point; // The impact point in world space where the ray hit the collider.
         //if (hitTag.transform.name != "" || hitTag.transform.gameObject.layer == 9)//9 = Ground Layer
         //{
         MarkerGO.transform.position = new Vector3(targetPos.x, targetPos.y - 1, targetPos.z);
         //}
         MovePlayerToDestination();
     }
 }
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avatar image Ziron999 · Sep 18, 2015 at 01:32 AM 0
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commented out plane because it doesn't seem to be needed, interesting. This did create a new problem though. For some reason even with the layermask when I tell the units to move where they are the waypoint goes on their head even though they are not part of the layermask..

avatar image Ziron999 · Sep 18, 2015 at 04:04 AM 0
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It looks like this is because raycasting even with a layermask is over written by collisions...

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