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Question by DGKN · Mar 24, 2015 at 05:42 PM · jointscoordinatesanchorconfigurablejoint

Transform joint.anchor to world coordinates

Hi,

I'm currently trying to create a joint anchor where raycast hit.point is touching. The problem is, hit.point is in world coordinates and joint.anchor is in local coordinates. How can I correct that ? I'm pretty sure I have to use transform.TransformPoint but I don't know how.

Here's my code :

 ConfigurableJoint joint = longCube.AddComponent<ConfigurableJoint> ();
 joint.anchor = hit.point;
 joint.axis = hit.normal;

Thanks for reading.

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avatar image DGKN · Mar 25, 2015 at 07:33 PM 0
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Thanks again hexagonius :) TransformPoint didn't work but InverseTransformPoint did. Thanks for your help.

avatar image hexagonius DGKN · Mar 09, 2018 at 06:34 PM 0
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Yeah, I edited it since it was close enough :)

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Answer by hexagonius · Mar 25, 2015 at 06:02 PM

transform.InverseTransformPoint(Vector3 position) converts position to the transforms local Space. In your case, position is the hit.point and transform should be the transform of longCube.

 joint.anchor = longCube.transform.InverseTransformPoint(hit.point);
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Answer by Amalgamtedgames · Mar 09, 2018 at 03:13 AM

https://docs.unity3d.com/ScriptReference/Transform.InverseTransformPoint.html

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