Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 Quentin_Arragon · Dec 05, 2015 at 06:15 PM · raycastscreenpointtorayhit.point

Raycast.hitpoint always returning back to the camera

Hello,

Here is a video of my problem : https://youtu.be/F9hCJ9Y9Tcg

I have a ground, and I want to place a sort of building on it. In the game the player have to click on a button, choose the emplacement, and valid by re-clicking again. (like in any RTS game)

For that I use a Raycast, and I instantiate the building on the hitPoint. The problem is : the hitPoint go from the ground to the camera, and again, and again, ... And I can't understand why :/

If anyone can help me...

This is a part of my code :

     void Update () 
     {
     
         if(lookingForSpot == true)
         {
             RaycastHit  hit;
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             
             if(Physics.Raycast (ray, out hit)) 
             {
                 Vector3 hitPoint = hit.point;
                 Vector3 constructionPoint = hit.barycentricCoordinate;
                 //hitPoint.y = 0.1f;
                 
                   Debug.DrawLine(Camera.main.transform.position, hitPoint);
                 
                 if(isCreated == false)
                 {
                     buildingNumber += 1;
                     GameObject clone;
                     clone = Instantiate(statueA, hitPoint, Quaternion.Euler(270, 200, 0)) as GameObject;
                     clone.name = ("StatueA" + buildingNumber);
                     clone.tag = "EnConstruction";
                     isCreated = true;
                 }
                 
                 GameObject cloneb = GameObject.Find("StatueA" + buildingNumber);
                 cloneb.transform.position = hitPoint;
                 cloneb.GetComponent<Renderer>().material = constructionPositive;
                 
                 if(constructionColliderChecking == false)
                 {
                     cloneb.GetComponent<Renderer>().material = constructionPositive;
                     if(Input.GetButton("Fire1"))
                     {
                         lookingForSpot = false;    
                         cloneb.GetComponent<Renderer>().material = statueAmaterial;
                         cloneb.GetComponent<Collider>().isTrigger = false;
                         cloneb.AddComponent<CollisionConstructionChecking>();
                         cloneb.tag = "Construit";
                     }
                 }
                 
                 if(constructionColliderChecking == true)
                 {
                     cloneb.GetComponent<Renderer>().material = constructionNegative;
                 }
                 
             }
         }
         
     }


     public void StatueConstruction (string buildingToConstruct)
     {
         isCreated = false;
         lookingForSpot = true;    
     }
     
     
 }
 
Comment
Add comment · Show 1
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 Quentin_Arragon · Dec 04, 2015 at 03:57 PM 0
Share

Problem solved. $$anonymous$$y raycast was hitting the instantiated object..

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

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Dynamic mesh positioning with Raycast intersection... 0 Answers

RayCast Help 1 Answer

Linecast between character and camera doesn't ignoring Characters collider. 2 Answers

Follow mouse cursor (with Y = 0)? 1 Answer

Moving gameobject along terrain based on player movement using raycast 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