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Question by SonicDirewolf · Jan 20, 2018 at 01:15 PM · 2draycastshadowblob shadow

Blob Shadow effect using raycast on a jumping object (2D)

I have a player that jumps on platforms. I need a simple blob (circle) shadow under the player. I could've made a child object with a pre-made image of a shadow and attached it to the player, but the player can jump, so this won't work. Can I achieve this using Raycast? Enable the shadow object only when the raycast hits a 2DCollider and enable it at the end position where the raycast hit? If yes, then how can I do that? Thank You!

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Answer by sparkzbarca · Jan 21, 2018 at 05:53 AM

 raycasthit _info;
 ray _ray;
 _ray.direction = //direction;
 _ray.origin = player.transform.position;
 
 physics.raycast(ray, out _info);
 
 gameobject Shadow;
 
 Shadow.transform.postion = _info.point;
 Shadow.transform.lookat(- _info.normal);

that look at will make it look right at the wall or whatever it just hit.

pseudo code so possibly minor mistakes.

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avatar image SonicDirewolf · Jan 21, 2018 at 03:07 PM 0
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Doesn't work! Giving a lot of errors. Used this ins$$anonymous$$d but it's still not working!

 public class Raycasting : $$anonymous$$onoBehaviour
 {
 
     public GameObject shadow;
     public GameObject player;
 
     private void Update()
     { 
 
         RaycastHit hit;
 
         Physics.Raycast(transform.position, -Vector3.down, out hit);
 
 
         shadow.transform.position = hit.point;
         shadow.transform.LookAt(hit.normal);
     }
 
 
 }
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Answer by Tortuap · Sep 17, 2020 at 02:05 PM

Based on SonicDirewolf version I wrote this, that works well in 3D :

 public class RaycastedShadowImposter : MonoBehaviour
 {
     public float raycastLength = 10;
     public float upDecalFromFloor = 0.05f;
 
     private void Update ()
     {
         Ray ray = new Ray ( transform.position + ( Vector3.up * raycastLength ), Vector3.down * raycastLength );
         if ( Physics.Raycast ( ray, out var hit ) )
         {
             transform.position = hit.point + ( Vector3.up * upDecalFromFloor );
             transform.LookAt ( transform.position + hit.normal );
             
             Debug.DrawLine ( hit.point, hit.point + ( hit.normal * 5 ) );
         }
     }
 }

To put on a GameObject that contains a SpriteRenderer.

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