Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by katynoellescott · Feb 05, 2019 at 04:17 AM · raycastraycastingline rendererlaser beam

Raycast Troubleshooting

Hi, there. I'm still learning and have been struggling with Raycast. This is the fourth iteration of some code I'm using in an attempt to make a simple laser pointer. I want the laser to extend just a bit (rather than forever) and I want it to stop if it collides with anything. Pretty basic, I thought. I have the laser pointer working fine with Line Renderer. But when I add the Raycast code, it doesn't point forward -- it points at a weird downward angle. When I change this:

      else
      {
          laserBeam.SetPosition(1, shootRay.origin + shootRay.direction * range);

to this:

          else
          {
              laserBeam.SetPosition(1, transform.forward * 5000);

it points at the correct angle but extends forever -- so I must be doing something wrong with the range. Is there a better way? Thanks for any suggestions!

Oh! I'm working in Unity 2018.3.3f1, in an iOS build.

 public class beam : MonoBehaviour 
 {
 
     public float range = 5f;
 
     LineRenderer laserBeam;
     RaycastHit laserHit;
     Ray shootRay;
 
     // Use this for initialization
     void Start () 
     {
         laserBeam = GetComponent<LineRenderer>();
     }
 
     
     // Update is called once per frame
     void Update () 
     {
         shootRay.origin = transform.position;
         shootRay.direction = transform.forward;
 
         if (Physics.Raycast(shootRay, out laserHit, range))
         {
             if(laserHit.collider)
             {
                 laserBeam.SetPosition(1, laserHit.point);
             }
         }
         else
         {
             laserBeam.SetPosition(1, shootRay.origin + shootRay.direction * range);
         }
     }
 }



Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by katynoellescott · Feb 09, 2019 at 08:07 AM

I solved it! I had "use world space" unchecked on my line renderers -- and double-checked, by using code to set it to false -- without an impact. But I still needed to use transform.InverseTransformPoint. I'm not 100% sure WHY -- so if you know, I'd love to understand this better. But at least I got the code working with this:

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 
 public class beam : MonoBehaviour 
 {
 
     public float range = 5f;
     
     LineRenderer laserBeam;
     RaycastHit hit;
     Ray shootRay;
 
 
     // Use this for initialization
     void Start () 
     {
         laserBeam = GetComponent<LineRenderer>();
     }
 
 
     // Update is called once per frame
     void Update () 
     {
         laserBeam.SetPosition (0, Vector3.zero);
         if (Physics.Raycast(transform.position, transform.forward, out hit, range))
         {
             //If needed, use next two lines to test code
             //print("Found an object - distance: " + hit.point);
             //Debug.DrawRay(transform.position, transform.forward, Color.yellow);
 
             if(hit.collider)
             {
                 laserBeam.SetPosition(1, transform.InverseTransformPoint(hit.point));
             }
         }
         else
         {
             laserBeam.SetPosition(1, transform.InverseTransformPoint(transform.position + transform.forward * range));
         }
     }
 }


Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

208 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Raycast line renderer not drawing correctly 0 Answers

Is there any way how to do raycasts like this? 0 Answers

Raycasting not detecting collider 0 Answers

I'm Trying to get a 3D Model to follow a Raycast 0 Answers

I can't get RayCast to report the collider I want. 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges