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Question by T27M · Oct 06, 2012 at 01:30 PM · c#cameraray

What is wrong with my raycast

Hi

I'm trying to cast a ray from the camera straight down. How would I do this?

My code

 Ray rayDown = new Ray(transform.position, Vector3.down );
 RaycastHit hitDown;
 
 if(Physics.Raycast(rayDown, out hitDown, Mathf.Infinity))
     Debug.DrawRay(rayDown.origin, hitDown.point, Color.red);

The ray starts off going from the camera straight down but if the camera moves the ray will angle its self and will no longer be pointing down.

alt text alt text

Thanks

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avatar image rhys_vdw · Oct 06, 2012 at 01:46 PM 0
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Raycasts are always in world co-ordinates. Do you want it to go straight forward along your line of sight?

avatar image T27M · Oct 06, 2012 at 01:50 PM 0
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Nope from the cameras position, to the ground. If i use Vector3.down it doesn't go straight down.

avatar image T27M · Oct 06, 2012 at 01:59 PM 0
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I added how i'm doing it

avatar image hvilela · Oct 06, 2012 at 03:06 PM 0
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The guy from the first comment is right, It's aways world coordinates.

avatar image T27M · Oct 06, 2012 at 03:57 PM 0
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When I move the camera, the hit point of the ray moves even further if that makes sense. To the point where it will go from horizontal to vertical.

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Answer by whydoidoit · Oct 06, 2012 at 04:58 PM

Your problem is not the ray cast its the Debug.DrawRay

The way you are calling it - the second parameter should be the (hit.point - rayDown.origin) as it is a direction not a point.

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avatar image T27M · Oct 06, 2012 at 05:20 PM 0
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Sorry, that was slightly confusing. What do I need to make the second parameter ?

avatar image whydoidoit · Oct 06, 2012 at 05:23 PM 0
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 if(Physics.Raycast(rayDown, out hitDown, $$anonymous$$athf.Infinity))
     Debug.DrawRay(rayDown.origin, hitDown.point - rayDown.origin, Color.red);
avatar image T27M · Oct 06, 2012 at 05:28 PM 0
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Oh Doh! I thought they were dashes not $$anonymous$$us signs. Ha, Thanks worked great.

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