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Question by Eliasvdb · Oct 23, 2014 at 06:38 PM · vector3velocitysphere

Shoot ball according to spot mouse gets clicked

Hi there

I would like to achieve the following: I have a sphere (my ball) and I'd like to shoot the ball in the direction according to where the mouse is clicked on the ball. I would just like to put the velocity as the vector3 between the mouse position and the centre of the ball. I just can't find how to correctly get this vector3 between the ball's centre and the mouse position.

I hope you guys can help!

Thanks in advance.

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Answer by robertbu · Oct 23, 2014 at 06:47 PM

You need to get the position on the ball that corresponds to the mouse position through raycasting. Then you can create a vector by subtracting that from the transform.position of the object. Note for this task, you can use the more efficient Collider.Raycast() instead of Physics.Raycast():

 #pragma strict
  
 public var forceAmount : float = 350.0;           
 
 function Update() {
 
     if (Input.GetMouseButtonDown(0)) {
         var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         var hit : RaycastHit;
     
         if (collider.Raycast(ray, hit, Mathf.Infinity)) {
             rigidbody.AddForce((transform.position - hit.point).normalized * forceAmount);
         }
     }
 }

 
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avatar image Eliasvdb · Oct 23, 2014 at 07:01 PM 0
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Thanks for your answer! I'm having some difficulties though trying it out. I do my Unity program$$anonymous$$g in C# and I don't entirely know how to transform this JavaScript to the right C# statements :s $$anonymous$$ainly the var hit : RayCastHit, I have no idea (with my basic JS knowledge) how it translates to C#.

avatar image Eliasvdb · Oct 23, 2014 at 07:18 PM 0
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Never$$anonymous$$d I figured it out! Thanks a lot man!

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Answer by Eliasvdb · Oct 23, 2014 at 08:02 PM

Robertbu gave the right answer, but since I am doing it the C# way I had to fiddle a bit with the code. So here's what I used, based on robertbu's solution:

 void OnMouseUp() {
         Ray screenToPointer = Camera.main.ScreenPointToRay (Input.mousePosition);
         RaycastHit hit;
 
         if(collider.Raycast(screenToPointer, out hit, Mathf.Infinity)) {
             Vector3 theVector = (transform.position - hit.point).normalized;
             rigidbody.velocity = new Vector3(theVector.x*10, theVector.y*10, theVector.z*10);
         }
 }
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