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Question by unity_wXpbF151lxS5ug · Jun 11, 2019 at 10:17 AM · raycastraycastingraycasthitrays

An probably very easy question about Raycast system...

Hello everyone,

As you guessed I am a new comer about Unity and C#. I could not find a satisfying answer on the internet.

I have an object and I want to cast a ray from my camera to that object (it will have a spesific name) and that must trigger some other event.

What is the best and easy way?

I added a script to my camera like below:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class CameraCastingScript : MonoBehaviour {

 public static float DistanceFromTarget;

 Camera cam;

 void Start()
 {
     cam = GetComponent<Camera>();
 }

 void Update()
 {
     Ray ray = cam.ViewportPointToRay(new Vector3(0.5F, 0.5F, 0));
     RaycastHit hit;
     
 }

}

And I also added a script to my object like below:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class SkinColorScript : MonoBehaviour {

 public float TheDistance;
 
 public GameObject SkinColorText;

 
 
 // Update is called once per frame
 void Update () {


     TheDistance = CameraCastingScript.DistanceFromTarget;

 }

 private void OnTriggerEnter (Collider other)
 {
     if (other.name == "MyCamera")
     {
         if (TheDistance <= 50)
         {

             SkinColorText.SetActive(true);
         }

         else
         {
             SkinColorText.SetActive(false);
         }
     }

     else
     {
         SkinColorText.SetActive(false);
     }



   
 }


}

I named my camera as "MyCamera"

Thanks for your assistance.

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avatar image Hellium · Jun 11, 2019 at 10:34 AM 0
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Please, explain what you are trying to achieve exactly. Raycasts may not be needed.... Do you want to (de)activate a gameObject according to the distance between the camera and another object?

avatar image unity_wXpbF151lxS5ug · Jun 11, 2019 at 10:37 AM 0
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Yes exactly that is I want to provide. When ray from the camera hits the object, it deactivates the some other objects.

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Best Answer

Answer by Hellium · Jun 11, 2019 at 10:55 AM

 // CameraCastingScript.cs
 using UnityEngine;
 
 public class CameraCastingScript : MonoBehaviour
 {
     private Camera cam;
     private IInteractionTarget lastTarget;
 
     void Start()
     {
         cam = GetComponent<Camera>();
     }
     void Update()
     {
         Ray ray = cam.ViewportPointToRay(new Vector3(0.5F, 0.5F, 0));
         RaycastHit hit;
 
         // If ray hit something
         if( Physics.Raycast( ray, out hit, Mathf.Infinity ))
         {
             // Get component to trigger
             IInteractionTarget target = hit.transform.GetComponent<IInteractionTarget>();
 
             // If object is close enough to camera, trigger it
             if ( target != null && hit.distance < target.MinimumInteractionDistance )
             {
                 if ( lastTarget != null && lastTarget != target ) lastTarget.Trigger( false );
                 target.Trigger( true );
                 lastTarget = target;
             }
             // If no script found, or object is too far...
             else if ( lastTarget != null )
             {
                 lastTarget.Trigger( false );
                 lastTarget = null;
             }
         }
         // If no object hit...
         else if ( lastTarget != null )
         {
             lastTarget.Trigger( false );
             lastTarget = null;
         }
     }
 }


 // IInteractionTarget.cs
 public interface IInteractionTarget
 {
     float MinimumInteractionDistance { get; }
     void Trigger( bool turnOn );
 }


 // SkinColorScript.cs
 using UnityEngine;
 
 public class SkinColorScript : MonoBehaviour, IInteractionTarget
 {
     [SerializeField]
     private float minimumInteractionDistance = 50;
 
     [SerializeField]
     private GameObject SkinColorText;
 
     public float MinimumInteractionDistance
     {
         get { return minimumInteractionDistance; }
     }
 
     public void Trigger( bool turnOn )
     {
         SkinColorText.SetActive( turnOn );
     }
 }



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