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Question by wyndonelbryan · Dec 07, 2021 at 10:41 PM · c#raycastgravitygrabgeneral

How to disable gravity on an object hit with a raycast?

Hi! I'm trying to make a grabbing system for my game and quite frankly it's been a pain, in order for my object to not continuously build up velocity I need to disable to gravity on it. btw any other help on the grabbing system would be greatly appreciated! the script is on my camera's parent empty

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class GrabScript : MonoBehaviour
 {
     public GameObject grabPoint;
     public LayerMask isGrabbable;
     public bool isGrabbed;
     public bool isInHand;
 
     [SerializeField]
     private RaycastHit thingInRange;
     public bool EUREKA;
     public bool isInRange;
     public Rigidbody thingRB;
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
         if(Input.GetButtonDown("Fire1"))
         {
             if(isGrabbed == true && EUREKA == true && isInRange == false)
             {
                 isGrabbed = false;
                 EUREKA = false;
                 
             } 
         }
         
 
 
         Grab();
 
         Ray ray = new Ray(transform.position, transform.forward);
         RaycastHit hitInfo;
 
         if(Physics.Raycast(ray, out hitInfo, 5, isGrabbable))
         {
             isInRange = true;
             thingInRange = hitInfo;
 
             Debug.DrawLine(ray.origin, hitInfo.point, Color.green);
             if(Input.GetButtonDown("Fire1"))
             {
 
 
                 if(isGrabbed == false)
                 {
                     isGrabbed = true;
                     EUREKA = true;
                 }
 
                
             }
         }
         else
         {
             Debug.DrawLine(ray.origin, ray.origin + ray.direction * 5, Color.red);
             isInRange = false;
         }
 
         thingRB = thingInRange.GetComponent<Rigidbody>();
 
 
 
 
     }
 
     void Grab()
     {
         if(isGrabbed == true)
         {
             thingInRange.transform.position = grabPoint.transform.position;
             thingInRange.transform.rotation = grabPoint.transform.rotation;
             thingRB.useGravity = false;
         }
 
         else if(isGrabbed == false)
         {
             thingRB.useGravity = true;
         }
     }
 
     void Throw()
     {
         
     }
 
 
 
 
 
 },Hi! So I'm trying to make a grab system (it's very messy right now) and I'm wondering, how can I disable gravity on an object I hit with a raycast? Here's my code, also any other help with my grab system's code would be appreciated (its on my camera's parent empty)

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class GrabScript : MonoBehaviour
 {
     public GameObject grabPoint;
     public LayerMask isGrabbable;
     public bool isGrabbed;
     public bool isInHand;
 
     [SerializeField]
     private RaycastHit thingInRange;
     public bool EUREKA;
     public bool isInRange;
     public Rigidbody thingRB;
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
         if(Input.GetButtonDown("Fire1"))
         {
             if(isGrabbed == true && EUREKA == true && isInRange == false)
             {
                 isGrabbed = false;
                 EUREKA = false;
                 
             } 
         }
         
 
 
         Grab();
 
         Ray ray = new Ray(transform.position, transform.forward);
         RaycastHit hitInfo;
 
         if(Physics.Raycast(ray, out hitInfo, 5, isGrabbable))
         {
             isInRange = true;
             thingInRange = hitInfo;
 
             Debug.DrawLine(ray.origin, hitInfo.point, Color.green);
             if(Input.GetButtonDown("Fire1"))
             {
 
 
                 if(isGrabbed == false)
                 {
                     isGrabbed = true;
                     EUREKA = true;
                 }
 
                
             }
         }
         else
         {
             Debug.DrawLine(ray.origin, ray.origin + ray.direction * 5, Color.red);
             isInRange = false;
         }
 
         thingRB = thingInRange.GetComponent<Rigidbody>();
 
 
 
 
     }
 
     void Grab()
     {
         if(isGrabbed == true)
         {
             thingInRange.transform.position = grabPoint.transform.position;
             thingInRange.transform.rotation = grabPoint.transform.rotation;
             thingRB.useGravity = false;
         }
 
         else if(isGrabbed == false)
         {
             thingRB.useGravity = true;
         }
     }
 
     void Throw()
     {
         
     }
 
 
 
 
 
 }










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Answer by Hellium · Dec 08, 2021 at 12:46 AM

Suggested rework of your script. I've quickly tested it with a very minimal setup on my end, it seems to work fine.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class GrabScript : MonoBehaviour
 {
     private const string GrabDropButton = "Fire1";
     public GameObject grabPoint;
     public LayerMask isGrabbable;
     private Rigidbody grabbedObject;

     void Update()
     {
         if(grabbedObject == null)
             Detect();
         else
             Carry();
     }
 
     void Detect()
     {
         Ray ray = new Ray(transform.position, transform.forward);
         RaycastHit hitInfo;

         // Check if we are detecting something with a Rigidbody
         if(Physics.Raycast(ray, out hitInfo, maxDistance: 5, isGrabbable) && hitInfo.collider.TryGetComponent(out Rigidbody rigidbody))
         {
             Debug.DrawLine(ray.origin, hitInfo.point, Color.green);
             if(Input.GetButtonDown(GrabDropButton))
             {
                 Grab(rigidbody); // Grab the hit object
             }
         }
         else
         {
             Debug.DrawLine(ray.origin, ray.origin + ray.direction * 5, Color.red);
         }
     }
 
     void Grab(Rigidbody target)
     {
         grabbedObject = target;
         grabbedObject.transform.SetParent(grabPoint.transform);
         grabbedObject.transform.SetPositionAndRotation(grabPoint.transform.position, grabPoint.transform.rotation);
         grabbedObject.useGravity = false;
     }
 
     void Carry()
     {
         if(Input.GetButtonDown(GrabDropButton))
         {
             Drop();
         }
     }
 
     void Drop()
     {
         grabbedObject.transform.SetParent(null);
         grabbedObject.useGravity = true;
         grabbedObject = null;
     }
 }

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avatar image wyndonelbryan · Dec 08, 2021 at 01:09 AM 0
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Thanks! With a little bug fixing on this script it'll be perfect!

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Answer by unity_hosein · Dec 08, 2021 at 03:53 AM

if(Physics.Raycast(ray, out hitInfo, maxDistance: 5, isGrabbable) { hitinfo.point.transform.getcomponent().UseGravity = false }

sorry because i am not in vscode and i dont access the code.if my code isn't exist try this code with Capital words

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