Quote from: loopyllama on December 02, 2013, 05:33:27 AM I wanted to use NGUI's touch messaging, so I had to do this. I plan on making my UI widgets, then manually changing the rigidbody to rigidbody2d and the collider to collider2d on all of the panels and widgets. These changes basically make NGUI only detect hits with 2d colliders and not with 3d colliders. RaycastHit2D hits = Physics2D.RaycastAll(ray.origin, ray.direction. There is also a similar change with the whole: (don't forget you have to change all of the RaycastHit to RaycastHit2D and Physics to Physics2D, so that hit is actually a RaycastHit2D). Hit = Physics2D.Raycast (ray.origin, ray.direction, dist, mask) If ((Physics.Raycast (ray, out hit, dist, mask)) Change all of the Physics to Physics2D and the RaycastHit to RaycastHit2D.įinally the 2d raycast cannot provide an "out" ray as an argument like the 3d raycast, and it does not return a bool, so there is a slight logic change. it wasn't bad.Īll of the changes are in UICamera. Calculate the distance from the surface and the "error" relativeįloat distance = Mathf.Abs( - ) įloat heightError = floatHeight - distance // The force is proportional to the height error, but we remove a part of itįloat force = liftForce * heightError - * damping // Apply the force to the rigidbody.I wanted to use NGUI's touch messaging, so I had to do this. RaycastHit2D hit = Physics2D.Raycast(transform.position, - Vector2.up) // If it hits something. RaycastHit2D implements an implicit conversion operator converting to bool which checks the collider property allowing it to be used as a simple condition check for whether a hit occurred or not. Public float damping // Force reduction proportional to speed (reduces bouncing). The answer to questions about the Unity API can generally be found in the docs. Raycast to get gameobject being hit to run script and function on gameobject. This is useful for plotting the paths of. This technique involves tracing along the path of a ray from its origin to determine if it intersects with any objects. Rays have a number of uses in Unity but the most common is probably raycasting. Public float liftForce // Force to apply when lifting the rigidbody. Unity: An object reference is required to access non-static member - Ray cast to GameObject. A ray is a line segment that extends from a point in space in a specified direction. For some reason your suggested change could not be submitted. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. public float floatHeight // Desired floating height. Thank you for helping us improve the quality of Unity Documentation. Float a rigidbody object a set distance above a surface. Using UnityEngine public class Example : MonoBehaviour See Also: LayerMask class, RaycastHit2D class, RaycastAll, Linecast, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers. This can easily be detected because such results are always at a RaycastHit2D fraction of zero. This means that the collision normal cannot be calculated, in which case the returned collision normal is set to the inverse of the ray vector being tested. In this case, the ray starts inside the Collider and doesn't intersect the Collider surface. Additionally, this will also detect Collider(s) at the start of the ray. Heres all of the available methods: Raycast (Vector2 origin, Vector2 direction) : RaycastHit2D Raycast (Vector2 origin, Vector2 direction, float distance) : RaycastHit2D Raycast (Vector2 origin, Vector2 direction, float distance, int layerMask. Raycasts are useful for determining lines of sight, targets hit by gunfire and for many other purposes in gameplay. The Unity documentation for 2D Raycasts can be unclear about what you can use. Overloads of this method that use contactFilter can filter the results by the options available in ContactFilter2D. The layerMask can be used to detect objects selectively only on certain layers (this allows you to apply the detection only to enemy characters, for example). If the collider is not attached to a rigidbody then it is null. The Rigidbody of the collider that was hit. The impact point in world space where the ray hit the collider. This function returns a RaycastHit object with a reference to the Collider that is hit by the ray (the Collider property of the result will be NULL if nothing was hit). The uv lightmap coordinate at the impact point. Any object making contact with the beam can be detected and reported. Please check with the Issue Tracker at issuetracker.unit圓d.com. A raycast is conceptually like a laser beam that is fired from a point in space along a particular direction.
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