![]() ![]() The problem seems to be happening in the aiming part of the code, but I am just unable to find where the problem can be, there for I posted the code here, to see if you guys can see any error that I might be missing. Also the target's collider shape is a simple rectangle covering the fish object and the crosshair become red once the ray hit anywhere in the collider wich means that the ray part of the code is working The only object the ray is allowed to hit is the fish collider, using layer masks, so it is not possible that the ray is hitting anything but the fish's collider(only in the selected layer(fish)). My goal is to put the spear in the point hit by the ray so if the player hit the fish in the head the spear will stick to the head, and so on. Spherecast Raycast with results array or list as parameters to get multiple objects hit by the laser beam Unity 2D Detecting GameObject Clicks using. See Also: Physics.SphereCastAll, Physics.CapsuleCast, Physics.Raycast, Rigidbody.Hello and for your responses! The problem with using myTrans.LookAt() is that this will always put the spear at the pivot point of the Transform which is not desirable. The starting point and direction of the ray into which the sphere sweep is cast. Meaning if objects 'floor coordinates' are at X, Y, Z and you want to shoot spherecast down to check if theres a floor, youd use (X, Y + sphereRadius + someSmallValue, Z) for starting coordinates. Static function SphereCast (ray : Ray, radius : float, out hitInfo : RaycastHit, distance : float = Mathf.Infinity, layerMask : int = kDefaultRaycastLayers) : bool Parameters Name The one gotcha with it is that you need to move ray start up if a bit. See Also: Physics.SphereCastAll, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest Think of the sphere cast like a thick raycast. Such as a character, will be able to move somewhere without colliding with anything on the way. This is useful when a Raycast does not give enough precision, because you want to find out if an object of a specific size, ![]() DescriptionĬasts a sphere against all colliders in the scene and returns detailed information on what was hit. Physics.Raycast won’t give me accurate results because my ball has radius and Raycast doesn’t. I’m trying to make a line for the ball to show it’s path before the ball is thrown. So let's say the radius is 0.5, but you start the spherecast 0.4 meters above the ground. I’m working on a game that looks like bowling. So, a smaller radius would reduce the chance that it's initially overlapping. Casts a sphere along a ray and returns detailed information on what was hit. If true is returned, hitInfo will contain more information about where the collider was hit ( See Also: RaycastHit).Ī Layer mask that is used to selectively ignore colliders when casting a capsule.īool - True when the capsule sweep intersects any collider, otherwise false. One possible reason I can think of is that spherecasts will not get hits if the sphere starts out already overlapping the object at the initial position of the spherecast. SyncTransforms: Apply Transform changes to the physics engine. SphereCastNonAlloc: Cast sphere along the direction and store the results into buffer. SphereCastAll: Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. The direction into which to sweep the sphere. SphereCast: Casts a sphere along a ray and returns detailed information on what was hit. Save the script and return to Unity to make sure that there are no compiler errors. The Issue comes when I switched it over to a spherecast solution since the linecast was only a thin line and wouldnt register a hit even if the projectile grazed the enemy since the linecast would only work if the collision occured on the center of the projectile. The center of the sphere at the start of the sweep. SphereCast to determine any adjacent objects. Static function SphereCast (origin : Vector3, radius : float, direction : Vector3, out hitInfo : RaycastHit, distance : float = Mathf.Infinity, layerMask : int = kDefaultRaycastLayers) : bool Parameters Name commands 0 new SpherecastCommand (origin, radius, direction) // Schedule the batch of sphere casts var handle SpherecastCommand. ![]()
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