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Question by Chimera3D · Jun 26, 2012 at 08:57 PM · physicsraycastcollidershit

RaycastHit Collider Question

 function Update () {
     
     var fwd = transform.TransformDirection (Vector3.forward);
     var hit: RaycastHit;
     if (Physics.Raycast (transform.position, fwd, 100)) {
         touchedCol = hit.collider;    
     }   
 }

My code with raycasts barely ever works, I'm declaring the touchedCol variable already. I'm not getting errors, it's just that the touchedCol variable isn't returning anything.

alt text

Screenshot 2 alt text

BugScreen.jpg (159.0 kB)
BugScreen2.jpg (149.0 kB)
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avatar image Mortoc · Jun 26, 2012 at 09:00 PM 0
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Could you upload a screenshot of your scene with a Debug.DrawRay where your raycast is going?

avatar image Chimera3D · Jun 26, 2012 at 09:06 PM 0
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Now some weird stuff is happening, I'm going to try and fix that and see if it helps.

avatar image Chimera3D · Jun 26, 2012 at 09:12 PM 0
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Okay I have this script integrated into a modified mouse orbit script, when I do a raycast something weird is happening, the screenshot is in the first post. The raycast length is set to 100 btw.

avatar image Mortoc · Jun 26, 2012 at 09:17 PM 0
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What object are you trying to hit with your raycast in that screenshot?

avatar image Chimera3D · Jun 26, 2012 at 09:18 PM 0
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At least just the wall, the camera was facing it. No matter how long I make the raycast it stays like that.

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Answer by Chimera3D · Jun 26, 2012 at 09:38 PM

I'm stupid...

 var touchedCol : Collider;
 var length : float; 
 
     function Update () {
         
         var fwd = transform.forward;
         var hit: RaycastHit;
         if (Physics.Raycast (transform.position, fwd, hit, length)) {
             touchedCol = hit.collider;
         }
         Debug.DrawRay (transform.position, fwd * length, Color.green);   
     }
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