Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by davidflynn2 · Dec 23, 2012 at 05:59 PM · c#raycastissuetargeting

Raycast Targeting issue

I am trying to setup an Raycast so that when it hits an enemy it brings up that enemys gui bar. Currently I have it showing up the enemy gui bar but it flashes on and off over and over. If I take out the parts of curTarget it stops flashing but if I go over a target then straits over another target it dont change the targeting because it dont turn the last one off,

Here is my code :

 using UnityEngine;
 using System.Collections;
 
 public class GuiTarget : MonoBehaviour {
 private int Range= 70;
     public string name = "name";
     public bool curTarget =  true;
 
 
 void  Update (){
  RayShoot(); 
 
 }
     
 
 void  RayShoot (){
 
     
  RaycastHit hit;
 
   Vector3 facingDirection= transform.TransformDirection(Vector3.forward);
   Debug.DrawRay(transform.position, facingDirection * Range, Color.blue);
         
          
         if (Physics.Raycast(transform.position, facingDirection,out hit, Range))
         {
             while(curTarget == true)
             
             name = (hit.collider.gameObject.name);
                 GameObject varGameObject = GameObject.Find(name);
             varGameObject.GetComponent<EnemyHealth>().canShow = true;
             curTarget = false;
                 
             }
         
     
             else
         {
             
             if(curTarget == false)
             {
             GameObject varGameObject = GameObject.Find(name);
             
             varGameObject.GetComponent<EnemyHealth>().canShow = false;
             curTarget = true;
                 }
             
         }
 
     }
 }
 
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by pako · Dec 23, 2012 at 06:45 PM

Try this:

 using UnityEngine;
 using System.Collections;
 
 public class GuiTarget : MonoBehaviour {
 private int Range= 70;
     public string name = "name";
     public bool targetWasHit =  false; //public only because you had curTarget as public
 
 private GameObject varGameObject;
 private bool colliderHit;
 
 
 void  Update (){
  RayShoot(); 
 
 }
 
 
 void  RayShoot (){
 
 
  RaycastHit hit;
 
   Vector3 facingDirection= transform.TransformDirection(Vector3.forward);
   Debug.DrawRay(transform.position, facingDirection * Range, Color.blue);
 
 colliderHit = Physics.Raycast(transform.position, facingDirection,out hit, Range);
 
         if (colliderHit && !targetWasHit)
        {
          //Set targetWasHit Flag
          targetWasHit = true;
 
          name = (hit.collider.gameObject.name);
          varGameObject = GameObject.Find(name);
          varGameObject.GetComponent<EnemyHealth>().canShow = true;
 
 
          }
 
 
          else if(!colliderHit && targetWasHit)
        {
 
          
          {
 
          varGameObject.GetComponent<EnemyHealth>().canShow = false;
          targetWasHit = false;
           }
 
        }
 
     }
 }
Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image davidflynn2 · Dec 23, 2012 at 06:59 PM 0
Share

Work great thanks. Just a side note you missed the semicolin after "targetWasHit = true" Just incase any one else looks at this for help.

avatar image pako · Dec 23, 2012 at 07:14 PM 0
Share

Good to hear that it works. Sorry, I missed the semi colon.

$$anonymous$$aybe then you mark the question as "answered" using the green tick mark.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

10 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

Distribute terrain in zones 3 Answers

Unity c# Raycast axis stuck on one axis 0 Answers

raycast to select transform but not sphere collider 2 Answers

GUI, SpellBar and C#-related questions 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges