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Question by doliprane · Jan 17, 2018 at 02:30 PM · unity 5raycastray

I never get inside if (Physics.Raycast(ray, out hit,Mathf.Infinity, touchInputMask)

Hi,

What i want to do is when user touch a object he can move it, and its possible to use multitouch

for that i use this code on update

 public LayerMask touchInputMask;
 private static List<GameObject> touchList = new List<GameObject>();
 public static Dictionary<int, objectst> touchobjects = new Dictionary<int, objectst>();

   private GameObject[] touchesOld;
   private RaycastHit hit;
   public GUIText Count, IndexLift;

   private Vector3 targetPos;

   public struct objectst { public Vector3 screenPoint; public Vector3 offset; }
  

//Handle multi touch int nbTouches = Input.touchCount;

     if (nbTouches > 0)
     {
         //nbTouches = 5;

         //print(nbTouches + " touch(es) detected");

         touchesOld = new GameObject[touchList.Count];
         touchList.CopyTo(touchesOld);
         touchList.Clear();

         for (int i = 0; i < nbTouches; i++)
         {


             Touch touch = Input.GetTouch(i);


             //print("Touch index " + touch.fingerId + " detected at position " + touch.position);

             Ray ray = Camera.main.ScreenPointToRay(touch.position);


             if (Physics.Raycast(ray, out hit,Mathf.Infinity,  touchInputMask))
             {
                 GameObject recipient = hit.transform.gameObject;
                 print("#### touch hit name object "+recipient.name);
                 touchList.Add(recipient);

                 //recipient.;

                 if (touch.phase == TouchPhase.Began)
                 {
                     print("#### tcouh begin");
                    

                     objectst tempobj = new objectst();
                     tempobj.screenPoint = Camera.main.WorldToScreenPoint(recipient.transform.position);
                     tempobj.offset = recipient.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(touch.position.x, touch.position.y, tempobj.screenPoint.z));

                     touchobjects.Add(touch.fingerId, tempobj);




                 }

                 if (touch.phase == TouchPhase.Stationary || touch.phase == TouchPhase.Moved)
                 {
                     print("#### tcouh stationary or moved");

                     Vector3 curScreenPoint = new Vector3(touch.position.x, touch.position.y,
                         touchobjects[touch.fingerId].screenPoint.z);
                     Vector3 curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) + touchobjects[touch.fingerId].offset;

                     print("#### objet doit être deplacer x = "+curPosition.x+"y = "+curPosition.y);
                     recipient.transform.position = curPosition;



                 }
                 if (touch.phase == TouchPhase.Ended)
                 {
                     print("#### tcouh ended");

                     Vector3 curScreenPoint = new Vector3(touch.position.x, touch.position.y,
                         touchobjects[touch.fingerId].screenPoint.z);
                     Vector3 curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) - touchobjects[touch.fingerId].offset;
                     recipient.transform.position = curPosition;

                 }
                 if (touch.phase == TouchPhase.Canceled)
                 {
                     print("#### tcouh canceled");
                 }
             }


         }
         foreach (GameObject g in touchesOld)
         {
             if (!touchList.Contains(g))
             {
                // g.SendMessage("OnTouchExit", hit.point, SendMessageOptions.DontRequireReceiver);
             }

         }
     }



The problem is that i never get inside this if (Physics.Raycast(ray, out hit,Mathf.Infinity, touchInputMask)) i can't undesrstand why, i search everywhere ;(

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Best Answer

Answer by doliprane · Jan 18, 2018 at 09:14 AM

i was able to resolve the problem like this by using RaycastHit2D :

         RaycastHit2D hit = Physics2D.Raycast(new Vector2(Camera.main.ScreenToWorldPoint(touch.position).x, Camera.main.ScreenToWorldPoint(touch.position).y), Vector2.zero, 0f);


         if (hit.rigidbody != null)

and of course rigidbody of hit are my object i clicked on

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