![]() When we click on the sphere, nothing happens. Once again, in our sample scene, when we click on the cube, which has been tagged with the “Cube” tag, we see the string print to the console. Ray ray = new Ray(transform.position, Vector3.up) For example, if you have a magnet and you only want it to affect objects hit with the tag “metal”. We can use this to single out specific types of GameObjects. We can also use the same reasoning to get the hit GameObject’s tag and compare it to other tags. GameObjectHit = īack in our sample scene, we can see that now, when we click on either the sphere or cube, the GameObject is stored in our variable. If the ray does not hit an object or hits the wrong object we can then set our GameObject field to null. Using ansform we can get the GameObject and assign it to the field if there is a hit. We can retrieve and store the GameObject by setting a GameObject field at the top of our script. ![]() Ray ray = new Ray(transform.position, Vector3.up) Ī common use case for the RaycastHit is to manipulate the GameObject that was hit by the ray. Raycast returns true on a hit and false for a miss. ![]() For that reason, we use the if statement to guarantee that our hit is not empty when we try to use data. This can happen when the Raycast misses an object. Ray ray = (()) īut doing it this way can cause issues if we later try to reference the RaycastHit and it is null. We did that inside of an if statement using the ‘out’ keyword. How to Get the Object Hit with a RaycastĪs stated in previously, we get our RaycastHit object from a raycast. For example, Vector3 and Rigidbody variables with Vector2 and Rigidbody2D variables. The methods and use cases we discuss are still applicable but remember to swap the 3D values for 2D equivalent metrics. RaycastHit2D uses roughly the same methods we will discuss below but using physics for a 2D world. RaycastHit is used for physics in a 3D representation of the world. Now when we click either the sphere or cube it prints the name of the object to the console. Check out our post on Unity’s Input Actions for more info on how they work. Here we have set up Input Actions with a Clicked action that listens for a left click. Now, we can test our RaycastHit by attaching the script to our camera. To verify our scripts work we have created a simple scene with a camera, cube, sphere, and input system. Ray ray = (()ĭebug.Log("Clicked on " + ) Afterward, we get the name of the object stored in our RaycastHit variable and print it to the console. ![]() It is called here because it will return true if there is a hit. In this simple example, we call Raycast in our if statement. Now, when we call our Raycast method we can use the keyword ‘out’ and pass in our variable to store it. To store a RaycastHit we must declare an empty variable with the type RaycastHit. In this article we are going to discuss how to get RaycastHit data and how to access and use the properties it provides. Some of the properties of the RaycastHit include collider, distance, rigidbody, and transform. RaycastHit, in Unity, is a structured data object that is returned when a ray hits an object during a raycast. Unity’s RaycastHit is the solution to these problems. For example, shooting a bullet or checking for obstacles in front of an enemy AI. Sometimes, you may only want to detect collisions in one direction or over a set path. Usually, you can detect these interactions through collisions or triggers. Games often have a need for detecting where objects are in relation to other objects or interactions from the user. Using RaycastHit in Unity to Detect and Manipulate Objects Introduction
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