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What is a raycast?
Would Raycast suffice for a game clock based on sun position?Using Physics.Raycast inside OnCollisionEnter2D functionUnity3D - Determining if a spherical object is grounded using raycastScript no longer working now that it is attached to a child object. Why is this?Unity - UI Raycast Hits ProblemWhat is a faster alternative to a GetComponent from a RaycastHit?undetected colissionRaycast in Unity for ground detection returns false while touching groundHow can I convert Physics2D.Raycast to Physics2D.BoxCast to yield the same results?
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;
$begingroup$
I use this script to build buildings on my terrain, and it works with the collider somehow. But I don't understand what it is that the raycast does to find the right place to put my building.
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo;
if (Physics.Raycast(ray, out hitInfo))
farmhide.transform.position = hitInfo.point;
farmhide.transform.rotation = Quaternion.FromToRotation(Vector3.up, hitInfo.normal);
What is it that this code is doing?
unity c# raycasting collider
$endgroup$
|
show 2 more comments
$begingroup$
I use this script to build buildings on my terrain, and it works with the collider somehow. But I don't understand what it is that the raycast does to find the right place to put my building.
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo;
if (Physics.Raycast(ray, out hitInfo))
farmhide.transform.position = hitInfo.point;
farmhide.transform.rotation = Quaternion.FromToRotation(Vector3.up, hitInfo.normal);
What is it that this code is doing?
unity c# raycasting collider
$endgroup$
$begingroup$
A Raycast will cast the ray. the hit will be the object that the ray contacts. you can retrieve the point in space where that hit intersects by getting the hit.point. the collider is the collider that is attached to the object you hit with the ray and can be retrieved with hit.collider check out the Unity documentation for Raycasthit.collider
$endgroup$
– Justin Markwell
Aug 10 at 17:54
$begingroup$
Is there a way to make it work with Tag It works with all Collider in Scene
$endgroup$
– NADER LABBAD
Aug 10 at 17:57
$begingroup$
you can add a check for a tag if need be. it would be something like if(hit.collider.gameObject.tag == "Tag")//DoStuff
$endgroup$
– Justin Markwell
Aug 10 at 18:00
$begingroup$
so Anything crouse Touch any GameObject = hit and hit have Collider from GameObject
$endgroup$
– NADER LABBAD
Aug 10 at 18:01
$begingroup$
for the most part that will be true. You can also specify layers that the raycast will not interact with also but otherwise yes the Ray will will hit objects that have a collider attached
$endgroup$
– Justin Markwell
Aug 10 at 18:07
|
show 2 more comments
$begingroup$
I use this script to build buildings on my terrain, and it works with the collider somehow. But I don't understand what it is that the raycast does to find the right place to put my building.
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo;
if (Physics.Raycast(ray, out hitInfo))
farmhide.transform.position = hitInfo.point;
farmhide.transform.rotation = Quaternion.FromToRotation(Vector3.up, hitInfo.normal);
What is it that this code is doing?
unity c# raycasting collider
$endgroup$
I use this script to build buildings on my terrain, and it works with the collider somehow. But I don't understand what it is that the raycast does to find the right place to put my building.
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo;
if (Physics.Raycast(ray, out hitInfo))
farmhide.transform.position = hitInfo.point;
farmhide.transform.rotation = Quaternion.FromToRotation(Vector3.up, hitInfo.normal);
What is it that this code is doing?
unity c# raycasting collider
unity c# raycasting collider
edited Aug 10 at 18:02
DMGregory♦
71.3k16 gold badges127 silver badges201 bronze badges
71.3k16 gold badges127 silver badges201 bronze badges
asked Aug 10 at 17:17
NADER LABBADNADER LABBAD
104 bronze badges
104 bronze badges
$begingroup$
A Raycast will cast the ray. the hit will be the object that the ray contacts. you can retrieve the point in space where that hit intersects by getting the hit.point. the collider is the collider that is attached to the object you hit with the ray and can be retrieved with hit.collider check out the Unity documentation for Raycasthit.collider
$endgroup$
– Justin Markwell
Aug 10 at 17:54
$begingroup$
Is there a way to make it work with Tag It works with all Collider in Scene
$endgroup$
– NADER LABBAD
Aug 10 at 17:57
$begingroup$
you can add a check for a tag if need be. it would be something like if(hit.collider.gameObject.tag == "Tag")//DoStuff
$endgroup$
– Justin Markwell
Aug 10 at 18:00
$begingroup$
so Anything crouse Touch any GameObject = hit and hit have Collider from GameObject
$endgroup$
– NADER LABBAD
Aug 10 at 18:01
$begingroup$
for the most part that will be true. You can also specify layers that the raycast will not interact with also but otherwise yes the Ray will will hit objects that have a collider attached
$endgroup$
– Justin Markwell
Aug 10 at 18:07
|
show 2 more comments
$begingroup$
A Raycast will cast the ray. the hit will be the object that the ray contacts. you can retrieve the point in space where that hit intersects by getting the hit.point. the collider is the collider that is attached to the object you hit with the ray and can be retrieved with hit.collider check out the Unity documentation for Raycasthit.collider
$endgroup$
– Justin Markwell
Aug 10 at 17:54
$begingroup$
Is there a way to make it work with Tag It works with all Collider in Scene
$endgroup$
– NADER LABBAD
Aug 10 at 17:57
$begingroup$
you can add a check for a tag if need be. it would be something like if(hit.collider.gameObject.tag == "Tag")//DoStuff
$endgroup$
– Justin Markwell
Aug 10 at 18:00
$begingroup$
so Anything crouse Touch any GameObject = hit and hit have Collider from GameObject
$endgroup$
– NADER LABBAD
Aug 10 at 18:01
$begingroup$
for the most part that will be true. You can also specify layers that the raycast will not interact with also but otherwise yes the Ray will will hit objects that have a collider attached
$endgroup$
– Justin Markwell
Aug 10 at 18:07
$begingroup$
A Raycast will cast the ray. the hit will be the object that the ray contacts. you can retrieve the point in space where that hit intersects by getting the hit.point. the collider is the collider that is attached to the object you hit with the ray and can be retrieved with hit.collider check out the Unity documentation for Raycasthit.collider
$endgroup$
– Justin Markwell
Aug 10 at 17:54
$begingroup$
A Raycast will cast the ray. the hit will be the object that the ray contacts. you can retrieve the point in space where that hit intersects by getting the hit.point. the collider is the collider that is attached to the object you hit with the ray and can be retrieved with hit.collider check out the Unity documentation for Raycasthit.collider
$endgroup$
– Justin Markwell
Aug 10 at 17:54
$begingroup$
Is there a way to make it work with Tag It works with all Collider in Scene
$endgroup$
– NADER LABBAD
Aug 10 at 17:57
$begingroup$
Is there a way to make it work with Tag It works with all Collider in Scene
$endgroup$
– NADER LABBAD
Aug 10 at 17:57
$begingroup$
you can add a check for a tag if need be. it would be something like if(hit.collider.gameObject.tag == "Tag")//DoStuff
$endgroup$
– Justin Markwell
Aug 10 at 18:00
$begingroup$
you can add a check for a tag if need be. it would be something like if(hit.collider.gameObject.tag == "Tag")//DoStuff
$endgroup$
– Justin Markwell
Aug 10 at 18:00
$begingroup$
so Anything crouse Touch any GameObject = hit and hit have Collider from GameObject
$endgroup$
– NADER LABBAD
Aug 10 at 18:01
$begingroup$
so Anything crouse Touch any GameObject = hit and hit have Collider from GameObject
$endgroup$
– NADER LABBAD
Aug 10 at 18:01
$begingroup$
for the most part that will be true. You can also specify layers that the raycast will not interact with also but otherwise yes the Ray will will hit objects that have a collider attached
$endgroup$
– Justin Markwell
Aug 10 at 18:07
$begingroup$
for the most part that will be true. You can also specify layers that the raycast will not interact with also but otherwise yes the Ray will will hit objects that have a collider attached
$endgroup$
– Justin Markwell
Aug 10 at 18:07
|
show 2 more comments
1 Answer
1
active
oldest
votes
$begingroup$
A raycast is like shining a laser pointer in your scene, to see what the laser hits.
It takes a starting point and a direction as input (together, they make a "ray").
The physics engine takes this point and sweeps it along that direction. As it goes, it searches through all the physics colliders in your scene to check whether the point hits any of them during its travel.
(This is a simplification - in reality the engine has lots of clever acceleration structures and math so it can do this efficiently without looking at every collider or checking every point along the line one by one)
If it finds a collider that's in the path of the travelling point, it returns "true," meaning "yes, I found a hit." If you've provided an out RaycastHit
parameter, it will store information about the first hit - the closest object along the ray.
From that RaycastHit
, you can learn a lot about the intersection:
hitInfo.collider
will give you theCollider
component that the ray hit. You can use this to get the hit object'sGameObject
and check its tag withhitInfo.collider.gameObject.CompareTag("someTag")
, for example.hitInfo.point
will tell you the position in world space where the ray hit the surface of the collider.hitInfo.normal
will tell you the direction that the surface of the collider is facing at the point you hit. Your script uses this to orient the buildings to point directly out from the ground, instead of diagonal to the surface.hitInfo.rigidbody
will give you the physicsRigidbody
that owns the collider you hit, if it was a dynamic or kinematic object.etc.
If you don't want to search every collider in your scene, one of the best ways to control the raycast is to use Physics Layers.
You can expose a public LayerMask raycastLayers;
variable in your script, so you can choose in the Inspector which physics layers you're interested in.
Then you can modify your raycast like so:
bool hitSomething = Physics.Raycast(
ray, // Point + direction to sweep
out hitInfo, // Destination for hit information
float.positiveInfinity, // Change this to limit the ray length
raycastLayers, // Only hit colliders on these layers
QueryTriggerInteraction.Ignore // Ignore trigger colliders
);
if (hitSomething) {...
This is more efficient than checking for specific tags, because it lets you filter out false positives at the source.
$endgroup$
add a comment |
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
A raycast is like shining a laser pointer in your scene, to see what the laser hits.
It takes a starting point and a direction as input (together, they make a "ray").
The physics engine takes this point and sweeps it along that direction. As it goes, it searches through all the physics colliders in your scene to check whether the point hits any of them during its travel.
(This is a simplification - in reality the engine has lots of clever acceleration structures and math so it can do this efficiently without looking at every collider or checking every point along the line one by one)
If it finds a collider that's in the path of the travelling point, it returns "true," meaning "yes, I found a hit." If you've provided an out RaycastHit
parameter, it will store information about the first hit - the closest object along the ray.
From that RaycastHit
, you can learn a lot about the intersection:
hitInfo.collider
will give you theCollider
component that the ray hit. You can use this to get the hit object'sGameObject
and check its tag withhitInfo.collider.gameObject.CompareTag("someTag")
, for example.hitInfo.point
will tell you the position in world space where the ray hit the surface of the collider.hitInfo.normal
will tell you the direction that the surface of the collider is facing at the point you hit. Your script uses this to orient the buildings to point directly out from the ground, instead of diagonal to the surface.hitInfo.rigidbody
will give you the physicsRigidbody
that owns the collider you hit, if it was a dynamic or kinematic object.etc.
If you don't want to search every collider in your scene, one of the best ways to control the raycast is to use Physics Layers.
You can expose a public LayerMask raycastLayers;
variable in your script, so you can choose in the Inspector which physics layers you're interested in.
Then you can modify your raycast like so:
bool hitSomething = Physics.Raycast(
ray, // Point + direction to sweep
out hitInfo, // Destination for hit information
float.positiveInfinity, // Change this to limit the ray length
raycastLayers, // Only hit colliders on these layers
QueryTriggerInteraction.Ignore // Ignore trigger colliders
);
if (hitSomething) {...
This is more efficient than checking for specific tags, because it lets you filter out false positives at the source.
$endgroup$
add a comment |
$begingroup$
A raycast is like shining a laser pointer in your scene, to see what the laser hits.
It takes a starting point and a direction as input (together, they make a "ray").
The physics engine takes this point and sweeps it along that direction. As it goes, it searches through all the physics colliders in your scene to check whether the point hits any of them during its travel.
(This is a simplification - in reality the engine has lots of clever acceleration structures and math so it can do this efficiently without looking at every collider or checking every point along the line one by one)
If it finds a collider that's in the path of the travelling point, it returns "true," meaning "yes, I found a hit." If you've provided an out RaycastHit
parameter, it will store information about the first hit - the closest object along the ray.
From that RaycastHit
, you can learn a lot about the intersection:
hitInfo.collider
will give you theCollider
component that the ray hit. You can use this to get the hit object'sGameObject
and check its tag withhitInfo.collider.gameObject.CompareTag("someTag")
, for example.hitInfo.point
will tell you the position in world space where the ray hit the surface of the collider.hitInfo.normal
will tell you the direction that the surface of the collider is facing at the point you hit. Your script uses this to orient the buildings to point directly out from the ground, instead of diagonal to the surface.hitInfo.rigidbody
will give you the physicsRigidbody
that owns the collider you hit, if it was a dynamic or kinematic object.etc.
If you don't want to search every collider in your scene, one of the best ways to control the raycast is to use Physics Layers.
You can expose a public LayerMask raycastLayers;
variable in your script, so you can choose in the Inspector which physics layers you're interested in.
Then you can modify your raycast like so:
bool hitSomething = Physics.Raycast(
ray, // Point + direction to sweep
out hitInfo, // Destination for hit information
float.positiveInfinity, // Change this to limit the ray length
raycastLayers, // Only hit colliders on these layers
QueryTriggerInteraction.Ignore // Ignore trigger colliders
);
if (hitSomething) {...
This is more efficient than checking for specific tags, because it lets you filter out false positives at the source.
$endgroup$
add a comment |
$begingroup$
A raycast is like shining a laser pointer in your scene, to see what the laser hits.
It takes a starting point and a direction as input (together, they make a "ray").
The physics engine takes this point and sweeps it along that direction. As it goes, it searches through all the physics colliders in your scene to check whether the point hits any of them during its travel.
(This is a simplification - in reality the engine has lots of clever acceleration structures and math so it can do this efficiently without looking at every collider or checking every point along the line one by one)
If it finds a collider that's in the path of the travelling point, it returns "true," meaning "yes, I found a hit." If you've provided an out RaycastHit
parameter, it will store information about the first hit - the closest object along the ray.
From that RaycastHit
, you can learn a lot about the intersection:
hitInfo.collider
will give you theCollider
component that the ray hit. You can use this to get the hit object'sGameObject
and check its tag withhitInfo.collider.gameObject.CompareTag("someTag")
, for example.hitInfo.point
will tell you the position in world space where the ray hit the surface of the collider.hitInfo.normal
will tell you the direction that the surface of the collider is facing at the point you hit. Your script uses this to orient the buildings to point directly out from the ground, instead of diagonal to the surface.hitInfo.rigidbody
will give you the physicsRigidbody
that owns the collider you hit, if it was a dynamic or kinematic object.etc.
If you don't want to search every collider in your scene, one of the best ways to control the raycast is to use Physics Layers.
You can expose a public LayerMask raycastLayers;
variable in your script, so you can choose in the Inspector which physics layers you're interested in.
Then you can modify your raycast like so:
bool hitSomething = Physics.Raycast(
ray, // Point + direction to sweep
out hitInfo, // Destination for hit information
float.positiveInfinity, // Change this to limit the ray length
raycastLayers, // Only hit colliders on these layers
QueryTriggerInteraction.Ignore // Ignore trigger colliders
);
if (hitSomething) {...
This is more efficient than checking for specific tags, because it lets you filter out false positives at the source.
$endgroup$
A raycast is like shining a laser pointer in your scene, to see what the laser hits.
It takes a starting point and a direction as input (together, they make a "ray").
The physics engine takes this point and sweeps it along that direction. As it goes, it searches through all the physics colliders in your scene to check whether the point hits any of them during its travel.
(This is a simplification - in reality the engine has lots of clever acceleration structures and math so it can do this efficiently without looking at every collider or checking every point along the line one by one)
If it finds a collider that's in the path of the travelling point, it returns "true," meaning "yes, I found a hit." If you've provided an out RaycastHit
parameter, it will store information about the first hit - the closest object along the ray.
From that RaycastHit
, you can learn a lot about the intersection:
hitInfo.collider
will give you theCollider
component that the ray hit. You can use this to get the hit object'sGameObject
and check its tag withhitInfo.collider.gameObject.CompareTag("someTag")
, for example.hitInfo.point
will tell you the position in world space where the ray hit the surface of the collider.hitInfo.normal
will tell you the direction that the surface of the collider is facing at the point you hit. Your script uses this to orient the buildings to point directly out from the ground, instead of diagonal to the surface.hitInfo.rigidbody
will give you the physicsRigidbody
that owns the collider you hit, if it was a dynamic or kinematic object.etc.
If you don't want to search every collider in your scene, one of the best ways to control the raycast is to use Physics Layers.
You can expose a public LayerMask raycastLayers;
variable in your script, so you can choose in the Inspector which physics layers you're interested in.
Then you can modify your raycast like so:
bool hitSomething = Physics.Raycast(
ray, // Point + direction to sweep
out hitInfo, // Destination for hit information
float.positiveInfinity, // Change this to limit the ray length
raycastLayers, // Only hit colliders on these layers
QueryTriggerInteraction.Ignore // Ignore trigger colliders
);
if (hitSomething) {...
This is more efficient than checking for specific tags, because it lets you filter out false positives at the source.
answered Aug 10 at 18:21
DMGregory♦DMGregory
71.3k16 gold badges127 silver badges201 bronze badges
71.3k16 gold badges127 silver badges201 bronze badges
add a comment |
add a comment |
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$begingroup$
A Raycast will cast the ray. the hit will be the object that the ray contacts. you can retrieve the point in space where that hit intersects by getting the hit.point. the collider is the collider that is attached to the object you hit with the ray and can be retrieved with hit.collider check out the Unity documentation for Raycasthit.collider
$endgroup$
– Justin Markwell
Aug 10 at 17:54
$begingroup$
Is there a way to make it work with Tag It works with all Collider in Scene
$endgroup$
– NADER LABBAD
Aug 10 at 17:57
$begingroup$
you can add a check for a tag if need be. it would be something like if(hit.collider.gameObject.tag == "Tag")//DoStuff
$endgroup$
– Justin Markwell
Aug 10 at 18:00
$begingroup$
so Anything crouse Touch any GameObject = hit and hit have Collider from GameObject
$endgroup$
– NADER LABBAD
Aug 10 at 18:01
$begingroup$
for the most part that will be true. You can also specify layers that the raycast will not interact with also but otherwise yes the Ray will will hit objects that have a collider attached
$endgroup$
– Justin Markwell
Aug 10 at 18:07