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Question by Noxury · May 17, 2015 at 08:23 PM · rotationraycastlocalposition

Raycast on LocalCoordinates

Hello,

I have gates with different pos-, rot-values that should play the open-animation when the player is in range of their ray.

 var isOpen : boolean;
 var rayLength : int = 3;
 private var hit : RaycastHit;
 
 function Update(){    
     var startpos : Vector3 = transform.TransformPoint(0,0,1.75); //middle of gate's z-length
     var dir : Vector3 = Vector3(rayLength,0,0);
     if(Physics.Raycast(startpos, dir.normalized, hit, rayLength)){
         Debug.DrawRay(startpos, dir, Color.green);
         GateOpen();
     } else {
         Debug.DrawRay(startpos, dir, Color.red);
         GateClose();
     }
 }

Now the direction of the rays are in world coordinates always towards positive x (compare wrong versions in picture), caused by the dir-Vector which handles in world coordinates. How can I make the rays point always in their local x direction?

alt text

rayissue.png (997 B)
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Answer by Noxury · May 20, 2015 at 04:27 PM

Never mind. I've found an other command: LineCast. It needs the start and endpos which can be treated in local coordinated by using TransformPoint. The code would look like this:

 var isOpen : boolean;
 var rayLength : int = 3;
 private var hit : RaycastHit;
 
 function Update(){    
     var startpos : Vector3 = transform.TransformPoint(0,0,1.75);
     var endpos : Vector3 = transform.TransformPoint(rayLength,0,1.75);
     if(Physics.Linecast(startpos, endpos, hit)){
         Debug.DrawLine(startpos, endpos, Color.green);
         BarrierOpen();
     } else {
         Debug.DrawLine(startpos, endpos, Color.red);
         BarrierClose();
     }
 }

Hope it helps someone got the same problem.

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