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Question by grasnreloaded · Jun 26, 2018 at 12:49 PM · instantiatetransform.position

Object placement in a grid on player.transform.position

Hey, I found this Object placement in a grid Tutorial on youtube:

https://www.youtube.com/watch?v=N9wdgqlKw5s

In the comment answers the author has posted the project download link.

The Script is working fine, the grid box highlight is based on mousePosition:

 Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

I need to have the object placement instead of mousePosition on my Player.position (Im using a Third Person Controller). So the grid box is always highlighted on the grid the player is standing. My try so far, I added my Player to a Layermask and im using this modified code inside DragObjectPlace.cs:

 private GameObject networkPlayer;
 private Vector3 networkPlayerVector;
 
     void Start()
     {
         networkPlayer = GameObject.FindGameObjectWithTag("Player");
     }
 
     void Update()
     {
         networkPlayerVector = networkPlayer.transform.position;
         Vector3 fwd = networkPlayer.transform.TransformDirection(Vector3.forward);
 
         // Bit shift the index of the layer (8) to get a bit mask
         int layerMask = ~(1 << 9);
 
         Ray ray = new Ray(networkPlayerVector, fwd);
 
         if (Physics.Raycast(ray, out hitInfor, 10, layerMask))
         { ....... and so on

This is working fine, but the grid is placed on Vector3.forward, so always 1 grid away from the players view direction. How can I get the grid placed on Player position? I thought its this code, but this doesn't Raycast anything at all:

 Ray ray = new Ray(networkPlayerVector, networkPlayerVector);

Here is the full unmodified code from youtube:

PlaceBehaviour.cs

 using UnityEngine;
 using System.Collections;
 
 public class PlaceBehaviour : MonoBehaviour
 {
 
     public GameObject currentObject;
 
 }
 

DragObjectPlace.cs

 using UnityEngine;
 using System.Collections;
 
 public class DragObjectPlace : MonoBehaviour
 {
 
     [System.Serializable]
     public class PlaceSelect
     {
         public Color32 selectColor;
         public Color32 busyColor;
 
         public void Select(PlaceBehaviour place)
         {
             MeshRenderer mesh = place.GetComponent<MeshRenderer>();
             mesh.enabled = true;
 
             if (place.currentObject == null)
                 mesh.material.color = selectColor;
             else
                 mesh.material.color = busyColor;
 
         }
 
         public void Deselect(PlaceBehaviour place)
         {
             place.GetComponent<MeshRenderer>().enabled = false;
         }
     }
 
     public GameObject objectInDrag;
     public Vector3 offset;
     public PlaceSelect placeSelect;
 
     private PlaceBehaviour lastPlaceSelected;
 
     void Update()
     {
         Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         RaycastHit hitInfor;
 
         if (Physics.Raycast(ray, out hitInfor))
         {
             objectInDrag.SetActive(true);
 
             if (hitInfor.collider.GetComponent<PlaceBehaviour>() != null)
             {
                     if (lastPlaceSelected != null)
                         placeSelect.Deselect(lastPlaceSelected);
 
                     lastPlaceSelected = hitInfor.collider.GetComponent<PlaceBehaviour>();
                     placeSelect.Select(lastPlaceSelected);
 
                     if (Input.GetMouseButtonDown(0))
                     {
                         if (lastPlaceSelected.currentObject != null)
                             return;
 
                         GameObject objectInPlace = Instantiate(objectInDrag) as GameObject;
                         objectInPlace.transform.position = objectInDrag.transform.position;
                         lastPlaceSelected.currentObject = objectInPlace;
                         objectInPlace.transform.parent = lastPlaceSelected.transform;
                     }
             }
 
             Vector3 pos = new Vector3(hitInfor.collider.transform.position.x, offset.y, hitInfor.collider.transform.position.z);
             objectInDrag.transform.position = pos;
 
         }
         else
         {
             objectInDrag.SetActive(false);
         }
     }
 }

PlaceObject.cs

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 public class PlaceObject : MonoBehaviour
 {
 
     public int sizeGridX;
     public int sizeGridZ;
     public Transform baseGrid;
     public GameObject place;
 
     private Vector3 sizePlace = Vector3.zero;
     private Vector3 gridPosition = Vector3.zero;
     private Vector3 startGridPosition = Vector3.zero;
 
     void Start()
     {
         FillGrid();
     }
 
     private void Values()
     {
         sizePlace.x = baseGrid.transform.localScale.x / sizeGridX;
         sizePlace.z = baseGrid.transform.localScale.z / sizeGridZ;
         sizePlace.y = 0.25f;
 
         gridPosition.x = (baseGrid.transform.localScale.x / 2) - (sizePlace.x / 2);
         gridPosition.z = (baseGrid.transform.localScale.z / 2) - (sizePlace.z / 2);
         gridPosition.y = 0.5f;
 
         startGridPosition = gridPosition;
     }
 
     public void FillGrid()
     {
         Values();
 
         for (int x = 0; x < sizeGridX; x++)
         {
             for (int z = 0; z < sizeGridZ; z++)
             {
                 GameObject newPlace = Instantiate(place) as GameObject;
                 newPlace.transform.localScale = sizePlace;
                 newPlace.transform.position = gridPosition;
 
                 if (z >= (sizeGridZ - 1))
                     gridPosition.z = startGridPosition.z;
                 else
                     gridPosition.z -= sizePlace.z;
 
                 newPlace.transform.parent = transform;
                 newPlace.SetActive(true);
             }
             gridPosition.x -= sizePlace.x;
         }
     }
 
     public void Destroy()
     {
         PlaceBehaviour[] places = GetComponentsInChildren<PlaceBehaviour>();
 
         for (int i = 0; i < places.Length; i++)
         {
             Destroy(places[i].gameObject);
         }
     }
 }
 





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Answer by grasnreloaded · Jun 26, 2018 at 07:51 PM

The author just answered me and his suggestion was this code which is working fine:

 public Transform raycastPoint;
 
 void Update() {
 
     RaycastHit hitInfor;
 
         if (Physics.Raycast(raycastPoint.position, Vector3.down, out hitInfor)) { 
             //do thing 
     } 
 }

The only problem now, the cube is flashing sometimes it collides with the player. I made a gif to demonstrate: https://uploadix.de/images/2018/06/26/ani.gif

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