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Question by Tumay · Jan 31, 2015 at 06:04 PM · raycasthit.pointbullethole

Raycast hit.point is returning wrong

First sorry for my english, I'm searching this bug for 2 days.

I have a video about this problem. I'll attach Video

I just want to make bullet holes. When I fired creates a bullet hole but in different position.

I tried everything.. i can't resolve this problem.

 RaycastHit hit; 
         //Vector3 fwd = Kamera.TransformDirection (Vector3.forward);
         Ray ray = new Ray(Kamera.position,Kamera.forward);
         if (Physics.Raycast(ray,out hit,10f)) {
 
             Quaternion hitrotation= Quaternion.FromToRotation(Vector3.up, hit.normal);
             Instantiate(iz,hit.point,hitrotation);  
             Debug.Log (hit.point);
             Debug.Log(Kamera.position);
             Debug.Log(hit.collider.name);
 
 
                 } 


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avatar image Imtiaj Ahmed · Jan 31, 2015 at 06:41 PM 0
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Please make sure your iz gameobject doesn't change position when rotating.

avatar image Tumay · Jan 31, 2015 at 09:15 PM 0
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This is impossible because it is a prefab (0,0,0)

avatar image Imtiaj Ahmed · Jan 31, 2015 at 09:23 PM 0
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Well, make sure the child of the prefab is also (0,0,0), and please check whether you are using any negative value for the cube size or it's box collider. It looks strange!

avatar image Tumay · Jan 31, 2015 at 09:40 PM 0
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I will check it, thank you for comments

avatar image Tumay · Jan 31, 2015 at 09:50 PM 0
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Yes its really strange.. Here my cube's values alt text

screenshot-2015-01-31-234802.png (22.6 kB)
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Answer by team_eden · Feb 01, 2015 at 02:10 AM

Your raycast may be hitting a collider attached to the player, be sure that it is ignoring all the player and gun layers!

That is my 2 cents, good luck!

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Answer by Tumay · Feb 01, 2015 at 04:47 AM

Resolved !

Problem is the child of the prefab :)

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avatar image team_eden · Feb 08, 2015 at 07:00 PM 0
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Would you mark my answer correct then, by the sounds of it, I was right. Thank you.

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