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Question by oliver-jones · Jan 26, 2011 at 08:05 PM · raycastcollidersignorebloodsplatter

How To Ignore Specific Collider? - Blood Splatter

Hello,

I have a blood splatter asset that I found lying around the Interweb. The blood splatter lies itself over any collider that it comes in contact with. The problem is, I have some colliders that are invisible - and I want the blood splatter to ignore that.

I have added that specific collider into a Layer called 'Collider' (layer 8). Now, how would I tell my blood splatter script to ignore it?

var drip : GameObject; var hit : RaycastHit;

function Awake () { var x = -1; var drops = Random.Range (40, 80);

     while (x <= drops)
     {
         x ++;

         var fwd = transform.TransformDirection (Random.onUnitSphere * 5);

         if (Physics.Raycast (transform.position, fwd, hit, 10)) 
         {
             splatter = Instantiate (drip, hit.point + (hit.normal * 0.1), Quaternion.FromToRotation (Vector3.up, hit.normal));

             var scaler = Random.value;
             splatter.transform.localScale.x *= scaler;
             splatter.transform.localScale.z *= scaler;

             var rater = Random.Range (0, 359);
             splatter.transform.RotateAround (hit.point, hit.normal, rater);

             Destroy (splatter, 5);
         }        
     }

}

Thanks for your help.

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Answer by Jessy · Jan 26, 2011 at 08:43 PM

You're leaving out the last parameter of Raycast. For your case, don't.

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avatar image oliver-jones · Jan 26, 2011 at 10:16 PM 0
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Right - so what would I put to Ignore 'Collider' layer?

avatar image Jessy · Jan 26, 2011 at 10:27 PM 0
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You would begin by visiting the "Layer mask" link on that page, and then read the section "Casting Rays Selectively".

avatar image oliver-jones · Jan 27, 2011 at 12:35 AM 0
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Oh really? Okay ... Thanks

avatar image oliver-jones · Jan 27, 2011 at 12:55 AM 0
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Humm, maybe its not to do with my raycast layer - it still splats blood against the colliders

avatar image Jessy · Jan 27, 2011 at 01:26 AM 0
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Let's see the updated code.

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