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Question by haimmoshe · Jun 28, 2017 at 09:24 AM · c#scripting problemscript.

How can i get raycast hit from a specific gameobject ?

The script is attached to a moving gameobject. I want to detect when the gameobject is above another gameobject.

In the top of the script i added:

 Collider col;

Then in the Start:

 baseTarget = GameObject.Find("Base").transform;
 col = baseTarget.GetComponent<Collider>();

I want to detect a hit when the transform is above the baseTarget.

Then in the Update

 Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         RaycastHit hit;
         if (col.Raycast(ray, out hit, 100.0F))
         {
             Debug.Log("Hit !");
         }

But it's not working. I don't want to use the mouse for that.

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Answer by Larkman · Jun 28, 2017 at 11:20 AM

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class GroundDetector : MonoBehaviour {
 
     private Ray ray;
     // "hit" variable stores information.
     private RaycastHit hit;
     // drawing vector's direction.
     [SerializeField]
     private Vector3 direction = new Vector3(0f, -1f, 0f);
     // distance of vector.
     [SerializeField]
     private float distance = 10f;
     // using offsetY for ignoring gameObject itself. If you do not want to offset the ray, you can use layerMask as Physics.Raycast method's 4th parameter.
     [SerializeField]
     private float offsetY = -0.6f;
 
     void Start () {
         ray = new Ray(new Vector3(gameObject.transform.position.x, gameObject.transform.position.y + offsetY, gameObject.transform.position.z), direction);
     }
 
     // Use this for initialization
     void Update () {
 
         // gameObject's position is changing over time.
         ray.origin = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y + offsetY, gameObject.transform.position.z);
 
         if (Physics.Raycast(ray, out hit, distance)) {
             Debug.Log(hit.collider.gameObject.name, hit.collider.gameObject);
         }
 
         // Draw ray for visualition.
         Debug.DrawRay(ray.origin, ray.direction * distance, Color.green, 1f);
 
     }
 }
 

Ray

Physics.Raycast

RaycastHit

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avatar image haimmoshe · Jun 28, 2017 at 02:40 PM 0
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This is working great.

And if i have another GameObject in the Hierarchy that is position is on the Terrain. I did in the Start

 void Start()
     {
         GameObject go = GameObject.Find("Base");
         ray = new Ray(new Vector3(gameObject.transform.position.x, gameObject.transform.position.y + offsetY, gameObject.transform.position.z), go.transform.position);
     }

The GameObject is "Base" (A cube) And i want that it will detect the "Base" but it keep detecting the Terrain. I replaced the direction with the "Base" go.transform.position

avatar image Larkman haimmoshe · Jun 28, 2017 at 04:44 PM 1
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Are you sure that ray's origin starts outside of "Base" game object's collider? RaycastHit hits the surface of collider. If you want to check that if 2 objects' colliders are nested or not, you might use OnTriggerEnter OnTriggerExit OnTriggerStay

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