Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 aidengaming123 · Apr 23, 2014 at 01:56 AM · rigidbodycolliderplaneonmouseover

How to use onmouseover with inputdown?

Hey guys, I've been experimenting with a script that shoots rigidbodies, but I want it only to shoot when a plane is clicked on. I have a collider set up, and copied and pasted a script. However, when ever I try experimenting with the "onmouseover" sort of deal, I always get an error. (I'm the biggest noob ever). Can somebody tell me how to use a script that pretty much says that if the mouse is over the collider, and buttondown("fire1") it plays the normal script? Here's the script: var projectile : Rigidbody; var speed = 20;

 function Update () {
     // Put this in your update function
     if (Input.GetButtonDown("Fire1")) {
  
     // Instantiate the projectile at the position and rotation of this transform
     var clone : Rigidbody;
     clone = Instantiate(projectile, transform.position, transform.rotation);
  
     // Give the cloned object an initial velocity along the current
     // object's Z axis
     clone.velocity = transform.TransformDirection (Vector3.forward * speed);
     }
 }

thanks Also, I'm using the newest version of Unity.

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 getyour411 · Apr 23, 2014 at 02:16 AM 0
Share

This sounds like a good use case for Raycast. If you are bound on using On$$anonymous$$ouseOver, at least post what you did and what error(s) you got

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

20 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

RigidBody Character Controller Sinking into Floor? 1 Answer

Excluding some physics collisions 3 Answers

Avoid overlapping of random spawned prefab 3 Answers

Rigidbody behaves differently when I add a collider 5 Answers

My Character controller is being push a little bit when i'm about the get the coins. How can i possibly detect collision and destroy the coins without actually getting affected by the colliding physics? 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