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Question by sfernand6 · Mar 24, 2012 at 01:39 AM · 2dcollisionraycast

Add collision to raycasted object?

Hey everyone, I'm not really sure how to go about this but I have a little problem. I'm working on a 2d platformer with 3d assets. One of the mechanics of the game is having a companion follow you're mouse and to help you out. I got the object to follow the mouse but whenever it hits a collider it goes around it rather than just stoping. Anyone know a way to make it so when the object hits another collider it won't go around it? I tried constraing the object in the z plane (the game is only viewed in x and y plane) but that didn't help. Anyone have any ideas or suggestions? anything is appreciated.
Here's the code I'm using:

using UnityEngine; using System.Collections;

public class Companion_02 : MonoBehaviour {

 public Transform companion;
 
 
     void Update() {
     Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
     RaycastHit hit;
     if (Physics.Raycast(ray, out hit))
         //print("I'm looking at " + hit.transform.name);
     companion.position = hit.point;
     
         else
         print("I'm looking at nothing!");
 }
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avatar image farooqaaa · Mar 24, 2012 at 01:55 AM 0
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Can you explain what the above code does?

It sets the position of the companion only when there is raycast between Companion_02 and the mousePosition?

avatar image sfernand6 · Mar 24, 2012 at 02:47 AM 0
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Correct! It sets the position for the companion by using the raycast to have it move in the worldspace and having it go towards the mouse position.

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Answer by sfernand6 · Mar 24, 2012 at 02:12 AM

The code I posted is the movement for the companion. " companion.position = hit.point; "

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Answer by farooqaaa · Mar 24, 2012 at 03:26 AM

Set the position only once when a raycast occurs:

 public class Companion_02 : MonoBehaviour {

     public Transform companion;

     bool raycastOcurred = false;

     void Update() {
         Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         RaycastHit hit;
 
         if (Physics.Raycast(ray, out hit))
         {
             if(!raycastOccurred)
             {
                 raycastOccurred = true;
                 companion.position = hit.point;
             }
         }
         else
         {
             raycastOccurred = false;
         }

     }
 }
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