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Question by MSB · Aug 19, 2013 at 03:23 PM · vector3raycasthitray cast

Using a gameObject as Raycast origin position?

Hello again Unity Answers.

I've got a script that that spawns bad guys if the path of the Ray cast is clear. Here's a snippet...

     public float rayLength;
     
     
     
     void rayCastOne() 
     {
         RaycastHit hit; //Var for if the Ray Cast has hit something or not. 
         Debug.DrawRay(transform.position, -transform.forward * rayLength);  
         if (Physics.Raycast(transform.position, -transform.forward, out hit, rayLength))


I understand you can set the length of the Ray with the 4th argument with a variable but is it possible to set the origin (currently set as transform.position) as a game object?

So for example -

     public float rayLength;
     public GameObject spawnPointM;
     
     
     void rayCastOne() 
     {
         RaycastHit hit; //Var for if the Ray Cast has hit something or not. 
         Debug.DrawRay(spawnPointM, -transform.forward * rayLength);  
         if (Physics.Raycast(spawnPointM, -transform.forward, out hit, rayLength))



So then it'll look at the position of spawnPointM and procedure a Ray Cast from it where ever I put spawnPointM.

Or does it need to be more complicated? (Like having to save the X, Y and Z coordinates of spawnPointM as variables then spitting them out into the RayCast as a vector3?)

Thanks ahead!

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Answer by Joyrider · Aug 19, 2013 at 03:25 PM

Just reference your GameObject and access its transform, instead of the transform of the object the script is on.

 if (Physics.Raycast(spawnPointM.transform.position, -spawnPointM.transform.forward, out hit, rayLength))
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Answer by DaveA · Aug 19, 2013 at 03:25 PM

Not complicated, that should work (not having taken a long look at your code though)

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