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Question by Mafyou · Jul 22, 2015 at 03:54 AM · graphicsray

Ray2d origin remains on 0,0,0 and I don't know why ;(

Hey guys I'm making a 2d platformer and my main character is similar to a circle. His eyes (sprite of 2 pupils) should move around a circle inside the character and follow the mousecursor on this circle ;) So I thought about using a Ray2d and give it an origin and the direction to the cursor, and than use the getPoint() function with my constant radius. Somehow its only working if I move my cusor around the 0,0,0 point. Maybe you got an idea what I'm doing wrong ;)

Code in c#:

 public class PlayerEyes : MonoBehaviour {
 
     private Transform playerTransform;
     private float radius = 0.1f;
 
 
     // Use this for initialization
     void Start () {
         playerTransform = GameObject.Find("Player").GetComponent<Transform>();
     }
 
     void FixedUpdate()
     {
         Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
 
         Ray2D  eyeRay = new Ray2D ( (Vector2) playerTransform.position, (Vector2) mousePosition);
         
         transform.position = eyeRay.GetPoint(radius);
        
     }
 
 }


Thank you for your help mates ;)

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Answer by kidmosey · Jul 22, 2015 at 06:40 AM

Ray2D accepts two parameters, a location and a direction.

You are giving it two positions.

Try converting the second parameter to a direction:

 (mousePosition - playerTransform.position).normalized


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avatar image Mafyou · Jul 22, 2015 at 02:22 PM 0
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Thanks for your help it's working now ;)

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Answer by ian_sorbello · Jul 22, 2015 at 04:52 AM

I think the problem is that a Ray2D struct contains a starting position and a direction - whereas you are supplying a starting position and an ending position (the mouse point).

Therefore, I think you need to get the direction first:

 Vector2 dir = (mousePosition - playerTransform.position).normalized;

then you'd do:

 Ray2D  eyeRay = new Ray2D ( (Vector2) playerTransform.position, dir);

I haven't tested the code, but that's the nut of the problem (I think).

Ian.

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