Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 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 Fred_Vicentin · Feb 24, 2015 at 08:28 PM · raycast

Raycast Hit and Raycast by layer

I'm trying to use a Raycast hit to check by tag or name if i'm colliding with other object. I'm cheking layers too and the Raycasthit will be inside this layer hit But I'm getting null reference and I don't know why, I instantiated the Raycast on Start but still getting this problem

Here is my code:

 using UnityEngine;
 using System.Collections;
 
 public class RiftRay : MonoBehaviour {
     public LayerMask mask;
     
     public RaycastHit hit;
     public GameObject[] pisos;
     public Material[] materiais;
     
     public Color[] anexedColor;
     
     public int distance;
     
     void Start()
     {
         RaycastHit hit = new RaycastHit();
         anexedColor[0] = pisos[0].GetComponent<Renderer>().material.GetColor("_Color");
     }
     void Update () 
     {
         
         Vector3 fwd = transform.TransformDirection(Vector3.forward);
         Debug.DrawRay(transform.position, fwd, Color.green);
         if (Physics.Raycast(transform.position, fwd, distance ,mask ) )
         {
                 print("a");    
             
             if(hit.transform.gameObject.tag == "Mat1")
             {    
                 pisos[0].GetComponent<Renderer>().material.color = Color.black;    
             }
             else if(hit.transform.gameObject.tag != "Mat1")
             {
                 pisos[0].GetComponent<Renderer>().material.color = anexedColor[0];    
             }
                 
         }
         
         
         
             
     }
 }
 
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 LaireonGames · Feb 24, 2015 at 08:43 PM

Your using your raycasts the wrong way! Basically RayCastHit is the information returned after a sucessful cast so it makes sense that it has no information since it was not created correctly.

To fix this you need to change your raycast method to something more like this:

  if (Physics.Raycast(transform.position, fwd, out hit))

The important part being the out hit which will fill your hit correctly (there will surely be an override to also include your distance and mask)

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 Fred_Vicentin · Feb 24, 2015 at 08:45 PM 0
Share

But that don't solve my problem with layers checker

avatar image LaireonGames · Feb 24, 2015 at 08:51 PM 0
Share

(there will surely be an override to also include your distance and mask)

If you pass in the mask it will also include your layer checks as ususal. Just hit Ctrl+Space on that method and then keep hitting down until you find with override with all the input you need (include the out RayCastHit)

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

20 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

Related Questions

LineRenderer (Laser Beam) is not following the ray it's going on the wrong direction when reflecting 1 Answer

Ray Detecting without colliders 1 Answer

Check if something is in between 2 objects. 1 Answer

2.5D Shooting Rigidbodies vs RayCasts 0 Answers

Most direct way to create OnCursorStay "event" in UI. 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