Unity raycast hit

Simply I wanted to know if its possible to detect and chose raycast hit to the object 90 degree. In my project my raycast can hit with different angles i will share a picture and you will understand better. As you can see the raycast goes with 90 degrees from red cube BUT when it hits to the other object its not hitting with I have a kind of a bool value and it detect hit. What i want is that bool value to change if only raycast hit to the other object with 90 degree.

You can use the normal of the object that is hit to check for 90 degree angles. So maybe something like this will work:. You might need to check the angle from hit. Perhaps check if the angle to Vector3. Sometimes this looks it works. But sometimes i move my cube to different angle while other cubes raycast still hit and my test log hits few times.

What this does is check if the direction from the surface you hit is the opposite of the direction you hit it from. Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide.

Make sure to check out our Knowledge Base for commonly asked Unity questions. Answers Answers and Comments. Raycast detect in object problem 0 Answers. Raycast does not seem to properly detect object it hit 0 Answers. Check if position is inside a collider 4 Answers. Login Create account. Ask a question.Thank you for helping us improve the quality of Unity Documentation.

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Casts a ray, from point originin direction directionof length maxDistanceagainst all colliders in the Scene. You may optionally provide a LayerMaskto filter out any Colliders you aren't interested in generating collisions with.

unity raycast hit

Specifying queryTriggerInteraction allows you to control whether or not Trigger colliders generate a hit, or whether to use the global Physics. This example creates a simple Raycast, projecting forwards from the position of the object's current position, extending for 10 units. Note: Raycasts will not detect Colliders for which the Raycast origin is inside the Collider. This example re-introduces the maxDistance parameter to limit how far ahead to cast the Ray:.

Same as above using ray. Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker. Version: Language English. Scripting API. Suggest a change. Submission failed For some reason your suggested change could not be submitted. UseGlobal. Parameters origin The starting point of the ray in world coordinates. Returns bool True if the ray intersects with a Collider, otherwise false.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service.

The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I have a project where the user controls the camera like how you can control the camera in the scene editor in Unity.

Damaging enemies using RayCast only once

I am using raycasts to prevent the camera from going through walls, floors and ceilings. The way it works is I send a raycast out at a certain range and if there isn't a hit then the transform will happen normally but won't happen when there is a hit detected. I am using this method for panning left and right and it works perfect for stopping the player from going through walls. I am also using this same method for the mouse wheel zoom and it works perfect as well.

The problem occurs when I use this method for stopping the user from going through the ceiling or floor when the user uses vertical translation.

The user will sometimes get stuck on the ceiling or floor and I'm not sure why. I have tried a bunch of different things to fix this issue with no luck.

If anyone has any idea why this is happening and a possible work around I would appreciate it. Here is my code for vertical translation with the raycasting. Learn more. Asked yesterday. Active yesterday. Viewed 16 times. Raycast transform. LogWarning "stop movement" ; Debug.

LogWarning hit. Aunger Aunger 8 8 bronze badges.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service.

The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I created a Raycast that shoots from an object not main camera and I want it to hit UI elements. Example below. UI outlined in orange, big grey plane is a test object, red head is placed upon user's head and green is DrawRay of my raycast attached to an eye. I am trying to make it so user looks at a UI button and raycast can hit that button.

I've been playing around with Graphic raycast but nothing seems to work. Grey plane is still being hit by the raycast. Or how to create a second pointer that will be the eye raycast? Current code below. This is actually much more complicated if you want to do proper interaction with the canvas elements. I suggest you do not try to roll out the solution yourself, but look at some already made solutions.

For more details on how this works, I might point you to the article from Oculus: Unity Sample Framework a bit out of date. Learn more. Ask Question. Asked 1 year, 11 months ago. Active 1 year, 10 months ago. Viewed 4k times. Example UI outlined in orange, big grey plane is a test object, red head is placed upon user's head and green is DrawRay of my raycast attached to an eye.

RaycastAll pointerData, results ; if results. DrawRay transform. Raycast transform. Log hit. Krzysztof Bociurko 3, 1 1 gold badge 21 21 silver badges 36 36 bronze badges. Denis Kulikov Denis Kulikov 61 1 1 silver badge 6 6 bronze badges. I'll play around with this tomorrow, but a few things to try: 1 use Update instead of FixedUpdate 2 wrap it in a if Input.

unity raycast hit

GetKey KeyCode. Mouse0 check. Both of these are in the documentation example and I'm not sure how important it is.My game is so far a simple FPS.

What I'm trying to do is have it so that each time a raycast shot by the player hits an enemy, their health decreases by a defined amount. The way I have done this is by setting a damage bool to true if the raycast hits something with the enemy tag. However after testing this, it becomes apparent that when I shoot the enemy once, it dies nearly instantly. If more than one enemies exist, they all take damage and die. Then enemies are rapidly being spawned and dying until the player shoots something other than the enemy, thereby making the damage bool false.

As you can tell, this method does not work. However, seeing as these are two different objects and thus I cannot use SendMessage, I don't know what to do. Your method for signalling the enemy object is faulty. The variable attackEnemy in the playerhit object does not identify what enemy it should be affecting, and does not get reset to false.

Typically the PerformAttack script would directly inform the object hit. This can be done through SendMessage or by directly accessing a component. So you would replace line with:.

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Make sure to check out our Knowledge Base for commonly asked Unity questions. Answers Answers and Comments. How can I apply damage based on a grenade explosion, but test whether the objects are behind cover so they are not damaged even within the explosion radius?

Player takes damage on collision with an enemy 1 Answer. Enemy will only take melee damage when the distance is below 1 ie. A zero with decimals after it 2 Answers. Raycast with SendMessage can send Parameter, but how to send a variable? Login Create account.

Exploiter les rayons avec Unity : Ray Raycast RaycastHit

Ask a question. If this bool is true, then the enemy's script decrease health. If any of you know what the best thing to do is, please let me know. Here is the player attack script: using UnityEngine; using System. Add comment. Much better to tell the enemy object directly that it is hit. ApplyDamage ; Or using SendMessage ; go. Your answer. Hint: You can notify a user about this post by typing username.

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Follow this Question. Answers Answers and Comments 17 People are following this question. Related Questions.Btw, most of the time I'm inside a big trigger, and it's colliding against the edge of the trigger from the inside.

Answering your own question is considered polite and correct if you locate the answer before the community does. You need to filter using layers.

Your trigger collider needs to be assigned to a layer that your raycast won't flag as a hit. Thank you for this post, I don't understand why by default a raycast would hit a trigger in Unity. That's like a laser pointer setting off a landmine. It took me too long to figure out it was even a raycast causing my issue, I originally thought the trigger checkbox was bugged.

You have brought me peace. I'll give you an easy example. I'm my scene, I see camera raycast to detect certain object and area. I have a door peeking mechanism and in order to peak the door, you look at the edge.

The edge zone is a trigger collider. The raycast need to hit it, but i don't want the player to hit it. I can imagine dozen of exemple where a "zone" is require for certain action that rely on raycast whitout the need of a collider. Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide. Make sure to check out our Knowledge Base for commonly asked Unity questions. Answers Answers and Comments.

How can i make only some Raycasts hit triggers 1 Answer. Trigger and raycast error? How to trigger scripts with line sight.I tried looking for another thread, but I couldn't find what I was looking for. Basically, I wanted to know if there is a way for an object to detect if it is being hit by a ray. I assume using a trigger or collider should work, correct? Do rays collide with colliders or triggers? Can I use them to determine if my object is being hit by a ray?

If I read correctly, you're asking if there is a way for an object to know if it has been hit by a raycast, correct? The short answer is no, because it's rather pointless to inform the object that we hit it with a test, but you could always do that on your own where you do the raycast with something like:. You may as well just call the function in the script that cast the ray rather than splitting the code across multiple files and adding the overhead of sending the message when you don't need to.

Excellent answer by skovacs. However I think, there are situations where sending the message to the hit object can be very useful. In fact, that's why I came searching for your answer. Imagine if your game object doesn't want to say 'ouch' immediately it gets hit. But would like to keep a record of the hitter so it can come for revenge at a later time.

This is just an example but I do think it can be very useful.

【Unity】RayCastを使いこなせ!判定や表示に使ってみよう

Thanks for answer btw. If you want 'perfect' collision detection you'll have to use a MeshCollider. Depending on your mesh complexity and the number of collider you intend to use, it might not be a good idea.

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unity raycast hit

Make raycast ignore some triggers but hit some others? Need Help with RayCast. No Vector? Box Collider wont trigger a Trigger after moveing the object 0 Answers. Don't allow raycasts to go through colliders? Login Create account. Ask a question.

Is there a way to detect if an object is being hit by a raycast?

Hello, I tried looking for another thread, but I couldn't find what I was looking for. Thanks alot in advance. Best Answer. The short answer is no, because it's rather pointless to inform the object that we hit it with a test, but you could always do that on your own where you do the raycast with something like: Wherever you raycast: var hit : RaycastHit; if Physics.

Raycast transform. Your answer. Hint: You can notify a user about this post by typing username. Welcome to Unity Answers The best place to ask and answer questions about development with Unity. If you are a moderator, see our Moderator Guidelines page.

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