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Question by jedeo1994 · Jun 09, 2012 at 07:46 AM · raycastraycasthitnormal

RaycastHit.normal problem

No matter what surface I'm on RaycastHit.normal.y always reads 1. From my understanding it should read somewhere between 0-1 depending on the surface.

Here's some of my code. Thanks in advance.

     RaycastHit hitInfo;
     
     if(Physics.Raycast(transform.position + Vector3.up, Vector3.down, out hitInfo))
     {
         if(hitInfo.normal.y < SlideThreshold)
         {
             SlideDirection = new Vector3(hitInfo.normal.x, -hitInfo.normal.y, hitInfo.normal.z);
         }
     }
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avatar image xiong199007 · Aug 05, 2012 at 08:00 PM 0
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Hey I'm having a same problem here. have you found solution yet?

avatar image fafase · Aug 05, 2012 at 08:07 PM 0
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Are you having only objects that are orthogonal or parallel to the axes?

avatar image RodrigoSeVeN · Aug 05, 2012 at 08:35 PM 0
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Did you check where the ray is hitting? I'm using plenty of rays in a level design system and I just tilted some objects to see the results and it is working properly. I'm using javascript, but this is not the issue, I suppose. Try to Debug.Log() the y value and the hit.transform.name in case you didn't already.

avatar image xiong199007 · Aug 05, 2012 at 08:39 PM 0
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How to check where the ray is hitting?

avatar image RodrigoSeVeN · Aug 05, 2012 at 08:42 PM 0
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It's hit.point, it will return a vector3. http://docs.unity3d.com/Documentation/ScriptReference/RaycastHit-point.html

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