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Bring ray to gameObject.y position when mouse cursor is on a different point
Hello,
I have a gameObject instantiated on the scene and using
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
in the Update function
when the mouse cursor is on the gameObject i get the objects coordinates that is fine and basic:
if( Physics.Raycast( ray,out hit) )
{
if(hit.collider.gameObject.tag=="sandcube")
{ sandcubePos=hit.collider.gameObject.transform.position;
}
....... this is fine
now my mouse cursor is not on the gameObject and i press x button then i want the ray to be available from only the first collided gameObjects.y position which is: sandcubePos.y so what i do is:
if(Input.GetKey(KeyCode.X)) {
ray=Camera.main.ScreenPointToRay(new Vector3(Input.mousePosition.x,sandcubePos.y,0));
but it doesnt work but supposed to!
if i write: ray=Camera.main.ScreenPointToRay(new Vector3(Input.mousePosition.x,sandcubePos.y+300,0));
now the ray is quite close to the first collided gameObject when the mouse cursor is on a different point but it changes all the time depending on the collided gameObject!!
the code is attached to first person controller and the ray keeps changing
how to lock this mouse ray to only the collided game object with the mouse cursor collider(hit.point) no matter where my fpc object ,strange!!!
Answer by robertbu · Nov 29, 2013 at 05:42 PM
Referring to:
ray=Camera.main.ScreenPointToRay(new Vector3(Input.mousePosition.x,sandcubePos.y,0));
You cannot use this calculation because you are mixing screen coordinates and world coordinates. Input.mousePosition is in screen coordinates (pixels), and sandcubePos is in world coordinates. What you can do is save the Input.mousePosition.y from the previous raycast and use that for constructing this ray.
i have already tried that wont work because the objects keeps moving anyway hope will find a solution soon
Well, you cannot mix screen and world coordinates. How you fix things will depend on how things are moving and what you expect this cast to do. One thing that might work is to convert your sandcubePos back to a screen position, then use the 'y':
Vector3 v3 = Camera.main.WorldToScreenPoint(sandcubePos);
ray = Camera.main.ScreenPointToRay(new Vector3(Input.mousePosition.x, v3.y));