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Question by max-kf · Jan 29, 2012 at 01:22 PM · vector3distance

Find a position by knowing the directionVector and the distance to this point

Hey,

I am trying to find a targetpoint behind an object. I do a raycast with a specific length. If the raycast hits an collider the targetpoint is set at the hitpoint. But if the raycast doesnt hit anything, i know that the way to this point is clear.

Now i must find this position, cause the raycast doesnt hit anything i cant read any information about the endpoint. So how can i find a point, given the directional Vector and the edge length to my targetpoint?

Thanks in Advance

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Answer by syclamoth · Jan 29, 2012 at 01:25 PM

If you have a vector and a length, you can find the endpoint by using-

 endPoint = startPoint + (vector.normalized * length);

If you have a ray, you can use

 ray.GetPoint(length);
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avatar image max-kf · Jan 29, 2012 at 01:36 PM 0
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Thank you syclamoth! I also found a solution by using "Vector3.forward * length" cause a directional vector is exactly 1 unit long.

avatar image syclamoth · Jan 29, 2012 at 03:36 PM 0
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Not transform.forward?

avatar image max-kf · Jan 29, 2012 at 03:42 PM 0
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transform.TransformDirection(Vector3.forward)

avatar image syclamoth · Jan 29, 2012 at 03:55 PM 0
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Seems needlessly complex to me...

avatar image Owen-Reynolds · Jan 29, 2012 at 04:36 PM 2
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TransformDir(V.forward); is the real operation -- convert your local space coords into world, you at (0,0,0) for both. transform.forward is a (written, not run-speed) short-cut. If you're used to thinking about coordinate spaces, trans.forward is confusing, seems like it hides the math.

TransDir is also more flexible (`TransDir(new Vector3(3,6,0))` vs trans.right*3+trans.up*6) and maybe a little less error-prone -- easy to confuse V3.right with trans.right. It's also a nice lead-in to InverseTransDir, which can be used to check if something is left/right of you in your local space.

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