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 Cellidor · Dec 11, 2014 at 11:36 AM · raycastprefabrotateraycasthitsingle

Activating a single Prefab with the same tag using Raycast.

I've only seen one related question to this, but it didn't help me to understand why this isn't working for me. Essentially, I'm creating a puzzle game where you click mirrors to rotate them 90 degrees. The raycast is working, the rotation is working, yet for some reason when the click occurs, -every- instance of the prefab rotates. I know I need to add something to make the rotation only effect what the raycast -actually- hit, yet it's being...finicky. This is what I've got so far.

 Ray ray;
     RaycastHit hit;
     private float angle;
 
     void Start () {
         // Initialise ray
         ray = Camera.main.ScreenPointToRay(Input.mousePosition);
     }
     void Update () {
         Selection();
     }
     void Selection() {
         if(Input.GetKeyDown(KeyCode.Mouse0))
         {
             
             ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             if(Physics.Raycast(ray, out hit)) {
                 if(hit.collider && hit.collider.tag == "Blocker") {
 
                     angle += 90f;
                     this.gameObject.transform.eulerAngles = new Vector3(0, angle, 0);
                 }
                 
             }
 
         }

So how can I specify this code to make -only- the specific prefab hit rotate?

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

0 Replies

· Add your reply
  • Sort: 

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

2 People are following this question.

avatar image avatar image

Related Questions

Logic problem with RaycastHit and prefabs scripts 0 Answers

RayCast Collision between 2 game objects (of the same prefab) 1 Answer

Trying to play other objects' sound and animations from Raycast hit 1 Answer

Difference between hit.collider.gameObject vs hit.transform.gameObject 2 Answers

RayCast can't detect GameObject at Player's feet 0 Answers


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