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Question by Digital-Phantom · Feb 11, 2015 at 02:54 PM · gameobjectinstantiateraycastterrainheight

Instantiated Objects not being set at ground/terrain level?(Solved)

Objects that I am instantiating into my game are being placed above the level of my terrain (not always the same height but about 6 - 7 units higher)

This is my script-

 using UnityEngine;
 using System.Collections;
 
 public class ObjectToFollowMouse : MonoBehaviour
 {
     
     public GameObject Target;
     public GameObject ActualPrefab;
     
     RaycastHit hit;
     
     private float raycastLength = 1000;
     
     void Start()
     {
         
     }
     
     
     void Update()
     {    
         Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
         
         //Makes the 'Fake' Prefab follow the mouse.
         if(Physics.Raycast(ray, out hit, raycastLength))
         {
             Debug.Log(hit.collider.name);
             
             if(hit.collider.name == "Terrain")
             {
                 Target.transform.position = hit.point;
             }
         }
         
         //Instantiates Actual Building Prefab
         if(Input.GetMouseButtonDown(1))
         {
             GameObject TargetObj = Instantiate(ActualPrefab, hit.point, Quaternion.identity) as GameObject;
             TargetObj.name = "Target Instantiated";
             
             //Destroys the Fake !
             Destroy(gameObject);
         }
     }
 }
 

How can I ensure the units/objects are always going instantiate at ground level.

???

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avatar image Digital-Phantom · Feb 11, 2015 at 03:13 PM 0
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ok.. get a few errors with that one -

Assets/Scripts/ObjectToFollow$$anonymous$$ouse.cs(31,88): error CS1061: Type UnityEngine.Transform' does not contain a definition for y' and no extension method y' of type UnityEngine.Transform' could be found (are you missing a using directive or an assembly reference?)

Assets/Scripts/ObjectToFollow$$anonymous$$ouse.cs(31,48): error CS1502: The best overloaded method match for UnityEngine.Vector3.Set(float, float, float)' has some invalid arguments Assets/Scripts/ObjectToFollow$$anonymous$$ouse.cs(31,48): error CS1503: Argument #2' cannot convert object' expression to type float'

???

avatar image chariot · Feb 11, 2015 at 03:14 PM 1
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oh, sry, edited first comment. there must be

  specificVector.Set(hit.point.x, hit.collider.transform.position.y, hit.point.z);


And I think u must get upper then ground (cause char is centered by Y-coordinate), so get him upper ("1" for ex, u need to get this variable by yourself).

 specificVector.Set(hit.point.x, hit.collider.transform.position.y+1, hit.point.z);

avatar image Digital-Phantom · Feb 11, 2015 at 03:34 PM 0
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Oh..so close

Objects instantiating perfectly at terrain level now. BUT... they are not following the mouse after the initial selection.

This part of the script as I had it made them follow the mouse until the player right clicked the mouse

 //$$anonymous$$akes the 'Fake' Prefab follow the mouse.
         if(Physics.Raycast(ray, out hit, raycastLength))
         {
             Debug.Log(hit.collider.name);
             
             if(hit.collider.name == "Terrain")
             {
                 Target.transform.position = hit.point;
             }
         }
 
 
avatar image chariot · Feb 11, 2015 at 03:38 PM 1
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And Im edited script again :)

Just add again:

 Target.transform.position = specificVector;
avatar image chariot · Feb 11, 2015 at 03:44 PM 1
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cause u deleted specificVector ;) and your prefab instantiates in (0,0,0) just copy my script from first comment, i guess now it can works well

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Answer by chariot · Feb 11, 2015 at 03:56 PM

 using UnityEngine;
   using System.Collections;
   
   public class ObjectToFollowMouse : MonoBehaviour
   {
       
       public GameObject Target;
       public GameObject ActualPrefab;
       public Vector3 specificVector;
       
       RaycastHit hit;
       
       private float raycastLength = 1000;
       
       void Start()
       {
           
       }
       
       
       void Update()
       {    
           Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
           
           //Makes the 'Fake' Prefab follow the mouse.
           if(Physics.Raycast(ray, out hit, raycastLength))
           {
               Debug.Log(hit.collider.name);
               
               if(hit.collider.name == "Terrain")
               {
                   specificVector.Set(hit.point.x, hit.collider.transform.position.y, hit.point.z);
                   Target.transform.position = specificVector;
               }
           }
           
           //Instantiates Actual Building Prefab
           if(Input.GetMouseButtonDown(1))
           {
               GameObject TargetObj = Instantiate(ActualPrefab, specificVector, Quaternion.identity) as GameObject;
               TargetObj.name = "Target Instantiated";
               
               //Destroys the Fake !
               Destroy(gameObject);
           }
       }
   }

Answered script

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