Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
12 Jun 22 - 14 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 Sawula · Mar 22, 2016 at 09:58 PM · textureraycastmovingoffsetscrolling

Offset of texture with Raycast

Hello guys, here is my problem, I'm trying to make a small scrolling road game, with a little car, I made two script so far, one for scrolling the road, with an offset of the texture, and one to scan the road to eventually spawn things on it depending on the color. The problem is that my "scanner" keep scanning the original bit of visible texture. When I move it with the offset, the items that spawn seems to do so at the wrong place because the texture moved because they're still spawning from the original texture position.

Some pictures: http://imgur.com/a/uwGGs Bottom is the road on starting, and Top is after a few seconds of rolling. You can see the trees spawning where the green WAS, but which is now road.

here are my two scripts The one to do the offset moving:

 using UnityEngine;
 using System.Collections;
 
 public class roadmove : MonoBehaviour {
     
     public float scrollSpeed = 0.5F;
     public Renderer rend;
     public float offset;
 
     void Start() {
         rend = GetComponent<Renderer>();
     }
 
     void Update() {
         
         offset += scrollSpeed;
         if (Input.GetKey (KeyCode.UpArrow)) {            
             rend.material.SetTextureOffset ("_MainTex", new Vector2 (0, offset));
         }
     }
 }


And the one to scan the road:

 using UnityEngine;
 using System.Collections;
 
 public class scanningcube : MonoBehaviour {
 
     public Transform target;
 
     public Color theColor;
     public Texture2D tex;
     public Vector2 pixelUV;
 
 
     void Update () {
 
         RaycastHit hit;
         Vector3 MeHim = target.position - this.transform.position;
         Ray scanningRay = new Ray(this.transform.position, MeHim.normalized);
         //Setup the "laser" of the scanner, the ray starting from the emittor and landing on the receptor.
 
         //Debug.DrawLine(transform.position, target.position, Color.blue, 0.05f, false);
 
 
 
         if (Physics.Raycast(scanningRay, out hit)){
             
 
             //cast the ray, get the texture that was collided with, get the info from the hit
 
             Debug.DrawLine(transform.position, target.position, Color.green, 0.001f, false);
 
             tex = hit.collider.GetComponent<MeshRenderer>().material.mainTexture as Texture2D;
             pixelUV = hit.textureCoord;
   
             pixelUV.x *= tex.width;
             pixelUV.y *= tex.height;

                 //somewhere there I suppose I need to account for offset but I don't know how...

             //get the position and color of the pixel hit by the laser
             Color hitColor = tex.GetPixel((int)pixelUV.x, (int)pixelUV.y);
         theColor = hitColor;
             //print("color is" + hitColor);
         
         }//else {print("I hit nothing");}
 
 
     }
 }
 

So if anyone can help, thanks a lot Have a nice day!

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
0
Best Answer

Answer by Sawula · Mar 23, 2016 at 10:55 PM

nevermind I got it

 //get the texture offset
             Vector2 texOff = hit.collider.GetComponent<MeshRenderer>().material.GetTextureOffset("_MainTex");
             //print("this" + texOff);
 
             //add it to the uv
             pixelUV = hit.textureCoord + texOff;
Comment
Add comment · 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

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

55 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 avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Infintely scrolling texture ends?(only scrolls through once) 1 Answer

Initialize UV offset with UV scrolling script 1 Answer

Scrolling Texture scrolls both maps. Only want single map to scroll? 0 Answers

Best way of scrolling a texture without lagging? 0 Answers

2D tiled background and scrolling (is this bad?) 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