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Question by Nathan Bennett · Jan 17, 2011 at 09:35 PM · raycastmouseraycasthittargetmmorpg

Raycast point to provive a target not working?

hello. I want to create away for an object to look at a 3d point in space, which my mouse hovers over. i've done this by projecting a raycast from my mouse to my 3d world, and using the '.point' api as the target Vector3 on the look at script. how come this ain't working?

i also want a graphic to be displayed off of the normals of the object my mouse hits, and i tried this with a particle emitter but it still doesn't work.

here's the code :

static var previousHit : RaycastHit; private var previousColor : Color; private var bObjectSelected = false; var marker : GameObject;

 private var firstInit : boolean = true;

 function Update () 
 {
      var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
      var hit : RaycastHit; 

      if(Physics.Raycast(ray,hit, Mathf.Infinity))
      {
          previousHit = hit;

          if(firstInit)
          {
              Instantiate(marker, hit.point, Quaternion.identity);
              firstInit = false;
          }

          if(hit.collider.gameObject.tag == "Selectable" && Input.GetButton("Mouse1"))
          {
              previousColor = hit.collider.gameObject.renderer.material.color;
              hit.collider.gameObject.renderer.material.color = Color.green;
              bObjectSelected = true;
              previousHit = hit;
              print("Hit selectable");
          }

      }

 }

function LateUpdate() { marker.transform.position = previousHit.point; }

it works when first instantiating the marker, the marker spawns under the mouse, but when i move the mouse, the marker doesn't follow?

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Answer by Nathan Bennett · Jan 18, 2011 at 03:28 PM

I found that out that, creating a Vector3 Variable, and assigning it to the PayCastHit.point every frame, worked.

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