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Question by VSuper · Jun 13, 2014 at 09:32 PM · raycastmaterialtagontriggerexit

Something like OnTriggerExit for Raycasts?

Hello, I'm looking for a something like OnTriggerExit for the Raycast. I've made a script: when the Raycast touch the tagged object, his material change, but when the raycast leave it, the material stay... I want it to return to his anciant material :/

Some help?

Cordially.

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avatar image tanoshimi · Jun 13, 2014 at 09:52 PM 0
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Raycasts don't "leave" something. They are instantaneous, and either hit something or not.

avatar image VSuper · Jun 14, 2014 at 09:38 PM 0
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i've find something but that's not very pretty... It's a problem :/

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Answer by Tekksin · Jun 13, 2014 at 09:36 PM

I don't work with raycasts because they're taxing, but do you have an else statement following the if? IE:

if(raycasthit){ change color; } else{ return color; }

the process to return the color should be the same as when you applied it, so it shouldn't be hard. I imagine it's something like, "else if(raycast.hit == null)" or "else if(raycast.hit != this.gameObject" or something, but like I said, I don't go near em.

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avatar image VSuper · Jun 13, 2014 at 09:42 PM 0
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No because i use tags, so this way doesn't work (i've tested)

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Answer by V-Jankaitis · Mar 27, 2015 at 04:40 PM

void Hit_Target() // put this in update function

{

 Ray ray = Cam.ScreenPointToRay(Input.mousePosition);

     if (Physics.Raycast(ray, out hit))
     {
         if (hit.collider.gameObject.GetComponent<Block_Piece>() != null) // If hit object has needed script (avoid highliting other objects)
         {
             if (Target != hit.collider.gameObject) // if I`m not already looking at it
             {
                 if (Target != null) // if no object selected;
                 {
                     Target.GetComponent<Block_Piece>().Hit(false); // Reverse the old one back in here
                 }
                 Target = hit.collider.gameObject; // make object my target
                 Target.GetComponent<Block_Piece>().Hit(true); // call it`s script

             }
         }
         else if (Target != null) // 
         {
             Target.GetComponent<Block_Piece>().Hit(false); // Reverse the old one back in here
             Target = null;
         }
     }
     else if (Target != null) //
     {
         Target.GetComponent<Block_Piece>().Hit(false); // Reverse the old one back in here
         Target = null;
     }
 }


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