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Question by RoboticSarcasm · Jan 17, 2014 at 03:39 PM · javascriptraycasting

Raycast rotating with object rotating

Hello everybody, i have a moving and rotating object that shoots out raycasts to see if there is any obstacle in a specific direction. The problem is that with my current code, the raycasts don't rotate. Does anybody know how to fix this?

Code:

 var rightray = new Ray  (transform.position, Vector3.right); // shoots ray right even though it says left
 var hitright : RaycastHit; // hit information
 
 if(Physics.Raycast (rightray, hitright, obstacleavoidancerangeside)){if (hitright.transform.tag == "metal"){obstaclerightofyou = true;{AvoidObstacleRight();}} // If raycast hits something within o avoid obstacle
 else obstaclerightofyou = false; } 
 var forwray = new Ray (transform.position, Vector3.forward); //Shoots ray in front of object
             var hitforw : RaycastHit; // hit information
            if (Physics.Raycast (forwray, hitforw, obstacleavoidancerange)){ if (hitforw.transform.tag == "metal"){obstacleinfrontofyou = true;{AvoidObstacleForward();}} // If raycast hits something within o avoid obstacle
            else obstacleinfrontofyou = false;
            }
            
 var leftray = new Ray (transform.position, Vector3.left); //shoots ray left even though it says right
             var hitleft : RaycastHit; // hit information
            if (Physics.Raycast (leftray, hitleft, obstacleavoidancerangeside)){ if (hitleft.transform.tag == "metal"){obstacleleftofyou = true;{AvoidObstacleLeft();}} // If raycast hits something within o avoid obstacle
            else obstacleleftofyou = false;
            }
            }
            
 function AvoidObstacleRight (){
 Debug.Log("obstacleright");
 }
 
 function AvoidObstacleLeft(){
 Debug.Log("obstacle left");
 }
 
 function AvoidObstacleForward (){
 Debug.Log("obstacle in front");
 }
 
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Answer by robertbu · Jan 17, 2014 at 04:22 PM

You are using Vector3.right, Vector3.forward, and Vector3.left. Used in this context, these are world directions. Replace the three with transform.right, transform.forward and -transform.right. There is no 'transform.left', but you get it by negating the 'transform.right' vector.

There is also a 'transform.up'. These vectors are the local forward/right/up of the object transformed into world space. Another way to get the same value is:

 transform.TransformDirection(Vector3.forward)

This takes the local forward and transforms it into world space.

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avatar image $$anonymous$$ · Oct 26, 2014 at 08:53 PM 0
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thanks, works great

avatar image sigma-z-1980 · Oct 29, 2018 at 09:38 PM 0
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good answer. It's kinda strange though: just Vector3.forward works on some game objects, and transform.TransformDirection(Vector3.forward) on some other. Why?

avatar image durukanozanalp · Sep 20, 2019 at 07:36 PM 0
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Hi. Thanks for the practical answer. It works like a charm. And for those who couldn't type exact transform.TransformDirection(Vector3.forward) try adding your gameObject's reference before it like here obj.transform.TransformDirection(Vector3.forward)

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