Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 Rosmarus · Mar 17, 2016 at 10:13 PM · javascriptcollisionraycasttransformraycasting

Raycast object as far as possible?

Hello, i'm using a raycast to move objects picked up by the player as far away as possible. A raycast is created from the camera, in the forward direction, until it hit's a wall (ignoring the picked up objects via layer masks).

(Just a note that many of the variables in scripts are used in other, unmentioned areas of my project)

As you can see, the picked up object is rendered on a layer above the standard camera layer.

My question is, how can i prevent the objects from being projected into positions where they would not fit, such as in corners, or through small gaps, or generally just walls and floors?

alt text

alt text

Here is a script added to every object, essentially it's properties:

  var originalScaleX : float;
  var objectExtents : Vector3;
  var averageExtents : float;
  var avExtentsMag : float;
  var doubleExtentsMag : float;
  var preferedPositionX : float;
  var preferedPositionY : float;
  var preferedPositionZ : float;
  var preferedRotationX : float;
  var preferedRotationY : float;
  var preferedRotationZ : float;
  
  function Start()
      {
      Restart();
      }
  
  function Restart()
      {
      originalScaleX = gameObject.transform.localScale.x;
      }
  
  function Update()
      {
      objectExtents = gameObject.GetComponent.<Collider>().bounds.extents;
      averageExtents = ((objectExtents.x + objectExtents.y + objectExtents.z) / 3);
      avExtentsMag = (Mathf.Sqrt(averageExtents * averageExtents) + (averageExtents * averageExtents));
      doubleExtentsMag = avExtentsMag * 2;
      }
 

And here is the main part of the script moving the object to the raycast hit, which is added to the object only while it is picked up by the player:

  function Update()
      {
      averageExtents = gameObject.GetComponent.<ObjectInfo>().averageExtents;
      var hit : RaycastHit;
      if(Physics.Raycast(cam.transform.position, cam.transform.forward, hit, 999999, ignoreObjectMask))
          {
          gameObject.transform.position = hit.point - (cam.transform.forward * averageExtents);
          }
      }

64371-screenshot-1.jpg (29.0 kB)
64372-screenshot-2.jpg (45.7 kB)
Comment
Add comment
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

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by jebemti · Mar 17, 2016 at 10:17 PM

You might want to look into these functions:

Physics.BoxCast

Physics.CapsuleCast

Physics.SphereCast

Just fill their parameters with the corresponding values from your world objects and they will be cast as far as they can before hitting something.

I should not these are more expensive than simple raycast.

Comment
Add comment · Share
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

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

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Move object to raycast point. 3 Answers

Custom Collision Detection 4 Answers

Raycasting problems 1 Answer

Turret that shots a raycast to detect my character then shots at him. 1 Answer

Move to closest point in front of player with raycast 0 Answers


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