![]() ![]() ![]() Instances (clones) of the coin prefab != the coin prefab reference itself. If in the scene I drag the instantiated object in the SerializeObject slot of script B the code works, someone can help me? If(Physics.Raycast(lastPosition, out hit)) If (Physics.Raycast(lastPosition, out hit)) Ray lastPosition = cam.ScreenPointToRay(Input.mousePosition) Vector3 sizeHouse = house.GetComponent().bounds.size įloat posX = (center.x - (size.x / 2)) + 2 įloat posZ = (center.z - (size.z / 2)) + 2 įloat posHouseX = (centerHouse.x - (sizeHouse.x / 2)) įloat posHouseZ = (centerHouse.z - (sizeHouse.z / 2)) įor (int i = 0 i ().lor = noActive Vector3 centerHouse = house.GetComponent().bounds.center Vector3 size = floor.GetComponent().bounds.size Vector3 center = floor.GetComponent().bounds.center Quaternion rot = Quaternion.Euler(Vector3.zero) The problem is that the Raycast doesn't recognize the instantiation as the GameObject assigned in the SerializeField, so when I hit the instantiation nothing happen. The script A and the script B use a SerializeField with the same prefab to know which object to spawn (script A) and which object hit (script B). More specifically, what I'm trying to do is spawn randomically 10 prefabs with a script A, then I use a script B where I use a Raycast to hit these objects. This is a very useful way to locate an object based on its onscreen image.I'm new in Unity, and I'm having problem with the use of Raycast on Prefabs. Information is then returned about the object and the point that was hit in a RaycastHit object. ![]() A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. A raycast sends an imaginary “laser beam” along the ray from its origin until it hits a collider An invisible shape that is used to handle physical collisions for an object. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. The most common use of a Ray from the camera is to perform a raycast out into the scene A Scene contains the environments and menus of your game. More info See in Glossary rather than the Camera’s transform.position point. See far clipping plane and near clipping plane. A camera’s viewable range is between the far and near clipping planes. The Ray originates from the near clipping plane A plane that limits how far or close a camera can see from its current position. Each of these functions returns a Ray which consists of a point of origin and a vector which shows the direction of the line from that origin. More info See in Glossary coordinate, while ViewportPointToRay takes normalized coordinates in the range 0.1 (where 0 represents the bottom or left and 1 represents the top or right of the view). Pixel lighting is calculated at every screen pixel. Pixel size depends on your screen resolution. The difference between the two is that ScreenPointToRay expects the point to be provided as a pixel The smallest unit in a computer image. The Ray always corresponds to a point in the view, so the Camera class provides the ScreenPointToRay and ViewportPointToRay functions. It is sometimes useful to have a mathematical representation of that line and Unity can provide this in the form of a Ray object. More info See in Glossary’s view corresponds to a line in world space. The output is either drawn to the screen or captured as a texture. In the section Understanding the View Frustum, it was explained that any point in the camera A component which creates an image of a particular viewpoint in your scene. ![]()
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