This function returns a RaycastHit2D object with a reference to the Collider that is hit by the box (the Collider property of the result will be NULL if nothing was hit). Any object making contact with the box can be detected and reported. See Also: LayerMask class, RaycastHit2D class, LinecastAll, LinecastNonAlloc, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers. A BoxCast is conceptually like dragging a box through the Scene in a particular direction. This can easily be detected because such results are always at a RaycastHit2D fraction of zero. The 3D engine offers Physics.Raycast, which returns true on hit, or false otherwise, and allows you to pass a RaycastHit by reference if you need to know more about the hit. This means that the collision normal cannot be calculated in which case the collision normal returned is set to the inverse of the line vector being tested. Unity has two physics engines, which are very similar, but this is one area where they are different in a subtle and confusing way. In this case the line is starting inside the Collider and doesn't intersect the Collider surface. it required to enter the difference in Z position from. To get a ray from the player characters perspective, the ray should be from the players position towards the mouse. What youre doing is casting a ray from the cameras perspective, you can think of it as casting a ray through your monitor towards the game world. You can use LinecastNonAlloc to avoid this overhead if you need to make linecasts frequently.Īdditionally, this will also detect Collider(s) at the start of the line. This question is a bit old, but I was looking for a a way to get a GameObject with a mouse click in unity 2D, and the Answer from Esa almost helped me, but I couldn't afford to make it to work, so with a bit of research I saw that was returning the center of the screen area of the Camera and to it work right. When I understood correctly then the answer is that you construct the wrong ray. Note that this function will allocate memory for the returned RaycastHit2D object. Unitys scripting API is a little vague on how BoxCast actually works. Linecasts are useful for determining lines of sight, targets hit by gunfire and for many other purposes in gameplay. Since Physics2D.Raycast and Physics2D.BoxCast both return a RaycastHit2D object, I was hoping to convert my raycast detection to boxcast detection, but Ive been having trouble understanding how to do it. Although the Z axis is not relevant for rendering or collisions in 2D, you can use the minDepth and maxDepth parameters to filter objects based on their Z coordinate. Only the first Collider encountered in that direction will be reported. The direction of the line is assumed to extend from the start point to the end point. 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). This function returns a RaycastHit2D object when the line contacts a Collider in the Scene. This differs from the similar raycast in that raycasting specifies the line using an origin and direction. Any object making contact with this line can be detected and reported. When you change them to 2D, you have to make a minor modification to the parameters. A raycast is conceptually like a laser beam that is fired from a point in space along a particular direction. You do this because your game is 2D not 3D. Casts a ray against Colliders in the Scene. Hit = Physics2D.Raycast(new Vector2(p.x, p.y), Vector3.forward, 5.A linecast is an imaginary line between two points in world space. Also Physics.Raycast should be changed to Physics2D.Raycast. I am sharing answer, and thanks for your help -– if (Input.GetMouseButtonDown(0) & !()) If (Physics2D.Raycast(new Vector2(p.x,p.y),Vector3.down,5.0f,BuildingsMask) ) Ray2D ray = new Ray(transform.position,new Vector3(p.x,p.y,p.z)) Ray2D ray2D = new Ray2D(new Vector2(p.x,p.y), Vector3.down ) If (currentBuilding != null & !_hasPlaced)ĬurrentBuilding.position = new Vector3(p.x,p.y,0) Vector3 p = GetComponent().ScreenToWorldPoint(m) Public class PlacementController : MonoBehaviourĬurrentBuilding = ((GameObject)Instantiate(g)).transform īuildings = currentBuilding.GetComponent() It has a rigidbody2D component and it is a kinematic rigidbody. The error is received when I try to reach collider name of the Barracks using Raycast2D.īarracks prefab has a Box Collider2D collider(trigger is checked) and its tag is "Building" and its layer is "Buildings". NullReferenceException: Object reference not set to an instance of an object PlacementController.Update () (at Assets/Scripts/PlacementController.cs:64) When I add the Barracks on the scene and click on the Barracks, I receive an NullReferenceException error: I'm working on simple strategy game mechanics.
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