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2D raycast on mobile is giving weird results
I'm trying to detect a simple tap on collider in a prototype I'm developing with Unity. The problem is that while it detects the collision it seems to do so way off target at times.
Here is what I have
Vector2 point = Camera.main.ScreenToWorldPoint(Input.GetTouch(0).position);
RaycastHit2D hit = Physics2D.Raycast(point, Vector2.zero);
if (hit.collider != null)
{
//Do stuff
}
I expect that it would only go off on the colliders alone. I added a little text log to make sure it's not hitting other things.
Here's a little image to explain. Blue is where the tapping should be recognized, red is where I tap with my finger and it still recognizes it like I had hit blue. https://gyazo.com/7462de174d30b2d81a30c17f2bbc62fa
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