Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by buxton4life · Nov 14, 2012 at 10:51 AM · iosraycasttouchonmouseover

Raycast issue ...

I am attempting to light up the possible tiles on the grid whilst dragging the finger along the screen... I have it working well with the mouse thats where the onmouseover and onmousexit comes in handy by lighting up the tile which the mouse is over by enabling the renderer and then changing the color then when the mouse exits it turns it off....I am trying to achieve the same effect on an IOS device..the lighting up works correctly though the squares do not disable themselves when the touch position has left or has moved to another tile...

How would I get the tile to turn off when the finger touch has moved?? Touch.Phase Ended doesn't work as it lights up the tiles when dragging over them and turns them off all together instead of when the finger is no longer on that tile...sorry about the lengthy description!

 #pragma strict
 
 //WhateverGrid.js
     var gridData : DefenseGrid;
     
     var myCast : RaycastHit;
 
     var rayLength : float = 300;
     
     static var pointerPosition : Vector2;
             
     function Start(){
         gridData = GameObject.Find("Grid").GetComponent("DefenseGrid");
         
     }
 
     function OnMouseOver(){
     
                   renderer.enabled = true;
 
         renderer.material.color = Color.red;
     }
     
     function OnMouseExit(){
        
        renderer.enabled = false;
     }
     
     
 function Update () {
 
 
 
 var touch : Touch;
 
  if (Input.touchCount > 0)
 
         {
 
         touch = Input.touches[0];
 
         if(touch.phase == TouchPhase.Began || touch.phase == TouchPhase.Moved){             
 
             if (Physics.Raycast(Camera.main.ScreenPointToRay(touch.position), myCast, rayLength)) {
             
                  var objectHit : GameObject;
                     objectHit = myCast.collider.gameObject;
                     if(objectHit.tag == "platform"){
                     objectHit.renderer.enabled = true;
                  objectHit.renderer.material.color = Color.red;
                  
                  }
              }
 
         }
         
 }
 }
Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Barrett-Fox · Jul 10, 2013 at 04:24 PM 0
Share

Wish this question was named clearer. But $$anonymous$$aolas' answer below addresses it pretty well.

I'm sure this is a common design challenge for anyone making buttons with Unity's touch features.

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by kaolas · Nov 14, 2012 at 04:17 PM

It sounds like you have two options:

  1. You can create your own version of the MouseEnter and MouseExit functions for a touch object so that each object keeps track of whether it is currently being "touched" using the raycast. This can become very inefficient depending on the number of objects you have that will be doing their own raycast during any given Update().

  2. You can do a single raycast and keep track of what object is currently being touched. Each time you need to switch objects to a new one, do whatever "MouseExit" type functionality you need to do on the prior object before setting the new object as the "current" and running your "MouseOver" functionality on it.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

11 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

touch game objects on ios 1 Answer

How to push object along Z axis with Ray on touch? 1 Answer

Limit the position of the object, but still keep following the touch? How to use ClampMagnitude properly? 1 Answer

Raycast Hit not working 0 Answers

Help With Touch to Drag Script 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges