//Get the first object hit by the ray in up direction RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.up, rayLength); // starting position , direction and length of the ray //If the ray hits something if (hit.collider != null) { Debug.Log(" ray hit : " + hit....
for(inti=0;i<hits.Length;++i){ // as before ... } } 该优化对于 Physics.RaycastHit()函数来说并不是很好,因为该版本只为射线与之碰撞的第一个对象提供光线碰撞信息,而不管是否使用LayerMask。 提示: 因为RaycastHit和Ray类被Unity引擎的本地内存空间管理,它们实际上不会导致受垃圾回收器关注的内存分配。
RaycastHit[] hits=Physics.RaycastAll(ray, dist, mask);if(hits.Length >1) {for(intb =0; b < hits.Length; ++b) { GameObject go=hits[b].collider.gameObject;if(go ==Hollow.gameObject)continue; UIWidget w= go.GetComponent<UIWidget>();if(w !=null) {if(!w.isVisible)continue;if(w.h...
13. RaycastHithit=hitsi;14. if(hit.collider)15. 16. if(hit.collider.tag! 46、=Player&hit.collider.tag!=this.gameObject.tag)/射线的碰撞器不是player和子弹17. 18. targetLookat=null;19. TargetLocked=false;20. if(!hittedObjectCheck(hit.collider.gameObject)/当objectHittedList集合里面没有射线...
publicclassRaycastReflection : MonoBehaviour { //this game object's Transform privateTransform goTransform; //the attached line renderer privateLineRenderer lineRenderer; //a ray privateRay ray; //a RaycastHit variable, to gather informartion about the ray's collision ...
hits=Physics.RaycastAll(transform.position,transform.forward,DistanceToPlayer); foreach(RaycastHithitinhits) { RendererR=hit.collider.renderer; if(R==null) continue;// no renderer attached? go to next hit // TODO: maybe implement here a check for GOs that should not be affected like the pla...
RaycastHit[] hits; hits = Physics.RaycastAll(ray); for (int i = 0; i < hits.Length; i++) { RaycastHit hit = hits[i]; if (hit.collider.gameObject.GetComponent<DiskInfo>() != null && hit.collider.gameObject.GetComponent<DiskInfo>().hit != 1) ...
// Raycast hits aresorted by distance, so the first one // will be theclosest hit. var hitPose =s_Hits[0].pose; if (spawnedObject ==null) { spawnedObject =Instantiate(m_PlacedPrefab, hitPose.position, hitPose.rotation); } else ...
RaycastHit[]hits=Physics.RaycastAll(startPoint,endPoint-startPoint,float.PositiveInfinity,squareLayer);foreach(RaycastHithitinhits){if(hit.collider!=null&&hit.collider.gameObject!=null&&hit.collider.gameObject.activeSelf){Debug.Log($"绘制{lineName}失败,遇到了{hit.collider.name}");//射线击中任何物体都...
FindFirstRaycast Return the first valuid RaycastResult.Inherited members Variables enabled Enabled Behaviours are Updated, disabled Behaviours are not. animation The Animation attached to this GameObject (null if there is none attached). audio The AudioSource attached to this GameObject (null if there ...