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Question by alfonio · Dec 26, 2015 at 03:46 PM · c#raycastingpush

How to push away an object raycast c#

Hi i have made my own raycast script . However i don't know how to add force so that the object i hit is pushed away. Can somebody help me with this, all scripts seem to be in javascript.

 using UnityEngine;
 using System.Collections;
 
 public class RayCaster : MonoBehaviour {
     public float strengthOfAttraction = 10.0f;
     // Use this for initialization
     void Start () {
     }
     
     // Update is called once per frame
     void Update () {
         RaycastHit hit;
         float theDistance;
 
         if (Input.GetMouseButton (0)){
 
         Vector3 forward = transform.TransformDirection (Vector3.forward) * 10;
         Debug.DrawRay (transform.position, forward, Color.red);
 
 
         if (Physics.Raycast (transform.position, (forward), out hit)){
             theDistance = hit.distance;
             print (theDistance + " " + hit.collider.gameObject.name);
             
             }
             }
     }
 }
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avatar image NGC6543 · Dec 26, 2015 at 03:52 PM 0
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 Vector3 forward = transform.TransformDirection (Vector3.forward) * 10;

is this necessary? Vector3 forward = transform.forward * 10; does the same, I think

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Answer by NGC6543 · Dec 27, 2015 at 01:06 AM

maybe Rigidbody.AddForce() / AddRelativeForce() would do that.

if raycast is true, get the Rigidbody Component from the object that is hit and add forces to it.

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Answer by maccabbe · Dec 26, 2015 at 04:59 PM

 Vector3 force = 1f * Time.deltaTime*transform.forward
 hit.rigidbody.AddForce(force);

The hit object should have a rigidbody to use Rigidbody.AddForce

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Answer by killerstreak · Dec 28, 2015 at 04:30 PM

You could call the rigidbody of the hit object (provided it has one), then add force to it with the same direction as the raycast has:

 dir = raycastdir;
 hit.rigidbody.AddForce(dir * force);

PS: mind you that this will shoot the object in a line parallel with the raycast which can be weird if the object isn't struck in the middle or is long and wide, to find a more reasonable addforce direction you could retrieve the normal of the raycasthit, which you can then use as the direction

 dir = hit.normal
 hit.rigidbody.AddForce(dir * force);

good luck.

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