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Question by Doneyes · Mar 23, 2013 at 02:58 PM · prefabspawnbullet

Pretty simple problem: Bullet hole spawn wrong

I summon this function when the ray hits something. The prefab spawns at point 0,0,0 and not at hitpoint.

 function BulletMark(){
     var Hit : RaycastHit;
     var hitRotation = Quaternion.FromToRotation(Vector3.up, Hit.normal);
     Instantiate(bulletHole, Hit.point, hitRotation);
 }
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Answer by Griffo · Mar 23, 2013 at 03:16 PM

You need to get the ray hit point first, something like -

 var rayCastHitPoint : Vector3;
 var bulletHole : Transform;
 private var hit : RaycastHit;
 
 function Update () {
 
 var ray : Ray = Camera.main.ViewportPointToRay (Vector3(0.5,0.5,0));
 
     if (Physics.Raycast (ray, hit, 400)){
         rayCastHitPoint = hit.point;
     }
     if(Input.GetKeyDown("Fire1")){
         Instantiate(bulletHole, rayCastHitPoint, bulletHole.transform.rotation);
     }
 }
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avatar image Doneyes · Mar 23, 2013 at 03:29 PM 0
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I told you, it spawns. It just doesn't spawn right. It spawns at the point 0,0,0. So most of it works.

avatar image whebert · Mar 23, 2013 at 04:10 PM 1
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Like @Griffo said, though, your Hit isn't initialized in your code, so your Hit.point will default to 0,0,0... so you need to set it with the Raycast above.

avatar image Doneyes · Mar 23, 2013 at 04:12 PM 0
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Oh, I see. I will try and do that.

avatar image Doneyes · Mar 23, 2013 at 04:29 PM 0
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Okay I got it working. Thanks.

avatar image Griffo · Mar 23, 2013 at 04:32 PM 0
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Glad to hear it, if my answer helped please mark it as answered, thank you.

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