This data is available in the RaycastHit class. In most of the cases, we need to spawn a game object at the place where the ray hit the collider. } Get the intersection position of Raycast Ray ray=new Ray(transform.position,transform.forward) The LayerMask variable needs to be inverted to ignore the layer. You can also check out our detailed article on LayerMask. ![]() You need to add the variable shown below and modify the if statement from the above code. ![]() To ignore a layer from the Raycast, you just need to add the bit mask of the layer index to your Raycast expression. You don’t want your fire to hit friends so, you can just add the friendly players to a layer and ignore them from Raycast hits. For example, implementing friendly fire in an FPS game. It often comes to a situation where we don’t want the ray to hit everything. If you do not hit anything, check the direction and length of the Ray. We are using that to destroy the game object that we hit. The hit point data will be available in the hit variable for the above script. Physics.Raycast returns true if the ray hits a collider or else it will return false. In the above script we are Raycasting to a range of 10 Units in the forward direction. If (Physics.Raycast(transform.position, transform.forward, out hit, 10)) Public class ForRaycasting : MonoBehaviour Remember the script name and the class name should be the same. The camera will be the origin point for the ray.
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