This script will return, in the console, the distance between the raycast origin and the object it is intersecting with. While this process may seem very extensive and confusing. When faced with the Unity program, there are many hints and suggestions the program can give, to assist the develo...
Ray ray = new Ray(m_Camera.position, m_Camera.forward); RaycastHit hit; //做射线投射,看是否有物体相交 if (Physics.Raycast(ray, out hit, m_RayLength, ~m_ExclusionLayers)) { VRInteractiveItem interactible = hit.collider.GetComponent<VRInteractiveItem>(); //获取相交物体上的VRInteractiveItem...
Ray ray = new Ray(m_Camera.position, m_Camera.forward); RaycastHit hit; //做射线投射,看是否有物体相交 if (Physics.Raycast(ray, out hit, m_RayLength, ~m_ExclusionLayers)) { VRInteractiveItem interactible = hit.collider.GetComponent(); //获取相交物体上的VRInteractiveItem组件 m_CurrentInter...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class weapon_aiming : MonoBehaviour { public Camera camera; private bool ray_hit_something = false; void Update() { RaycastHit hit; Ray ray = camera.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray,...
I am trying to make a FPS game in unity, I am using Raycast shooting technique, but when I am looking down the Raycast detects player, So I want my raycast to can't collide player layer . But I don't know how to do that unity-game-engine Share Improve this question Follow...
Unity学习之Physic.Raycast(射线检测)个人理解分享 cube1-4,和一个射线发出cube红色的player。 cube1的layer是默认Default没有修改,BoxCollider的Is Trigger属性没有勾选。 cube2的layer是默认...方向 hitInfo如果返回值是true,hitInfo将包含被检测到的物体信息maxDistance射线的最长距离 layerMask 图层蒙版,用于有选择...
RaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal); public static bool Raycast(Vector3 origin, Vector3 direction, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.Use...
在每次调用Update()时,该脚本都会使用Physics.Raycast来投射一条射线,以确认该射线是否命中任何collider(碰撞体)。使用该脚本还可以排除特定的Unity – Manual: Layers-(http://docs.unity3d.com/Manual/Layers.html)在某些场景中,我们可能为了性能考虑,把所有的可交互对象移到一个单独的层。
该脚本需要和Main Camera关联。在每次调用Update()时,该脚本都会使用Physics.Raycast来投射一条射线,以确认该射线是否命中任何collider(碰撞体)。使用该脚本还可以排除特定的Unity - Manual: Layers-在某些场景中,我们可能为了性能考虑,把所有的可交互对象移到一个单独的层。
Another way to customize raycasting is to use the Physics.RaycastNonAlloc method, which pre-allocates an array for the hits and fills it with the detected collisions, up to a maximum number. This can be more efficient than allocating a new array every time, especially if we expect to cast...