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Question by craigiedon · Mar 01, 2016 at 08:29 AM · camerauiraycastfps

OnMouseDown raycast doesnt match UI crosshair

I am creating a first person game with a crosshair for aiming. If the user clicks an object, that object turns red. I have placed a small script on a cube in my scene which uses void OnMouseDown() to change the colour.

I am also using the new unity UI to place a crosshair on screen. the Crosshair is a 10x10 pixel image, centered in the middle of the screen. (Pivot X: 0.5, Y:0.5, Pos X: 0, Y: 0). The canvas itself is set to "Screen Space Overlay". This roughly works ok, but there seems to be a slight offset issue:

alt text

As you can see from the above image, I am able to select the cube, even when my crosshair is actually slightly underneath it. Why is there this mismatch between the raycast and the ui crosshair, and how do I resolve it?

crosshairissue.png (44.2 kB)
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Answer by Placus_Brutus · Mar 02, 2016 at 03:50 AM

If you are using OnMouseDown() on the cube to change the color, it will run any time that the cube is clicked, crosshair or not. You'll need to run a few "if" statements inside the OnMouseDown() to make sure that the crosshair is colliding before changing the color. Something like:

 void OnMouseDown()
 {
     if (crossHairIsColliding == true)
     {
         // Change color here
     }
 }
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avatar image craigiedon · Mar 23, 2016 at 12:41 AM 0
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@placusbrutus I feel this slightly misunderstands my problem. The problem is that the crosshair is not really meant to "exist" in the world per-se. It is merely a reference point so that the player knows what they are looking at. The idea is that the crosshair in the middle of the screen and the implicit raycast of "On$$anonymous$$ouseDown" should match up, but that does not seem to be the case.

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