An ARRaycast is a type of trackable and is updated automatically until you remove it. Allows you to create a persistent ARRaycast.Provides an API to perform single raycasts.The ray cast interface is similar to the one in the Unity Physics module, but since AR trackables don't necessarily have a presence in the physics world, AR Foundation provides a separate interface. The current ray cast interface only tests against planes and points in the point cloud. Physics.Raycast(spawnPoint + Vector3.up * 0.1f, Vector3.down, out hit, 1.The ARRaycastManager is a type of trackable manager.Īlso known as hit testing, ray casting allows you to determine where a ray (defined by an origin and direction) intersects with a trackable. Or you may slightly shift up the spawnPoint as follows: Maybe you can skip checking IsSpawnPointValid(spawnPosition) if this spawnPosition is a raycast hit point? At line 72, if the spawnPoint is hitDown.point or hitForward.point, then it is already on the surface of the hit collider, so raycast from this point downward will not hit that collider any more.If (distanceToDownHitPoint < distanceToForwardHitPoint) if (Vector3.Distance(cameraPosition, hitDown.point) < Vector3.Distance(cameraPosition, hitForward.point)) if llider is null, then hitDown.point will be (0, 0, 0).įloat distanceToDownHitPoint = llider = null ? Mathf.Infinity : Vector3.Distance(cameraPosition, hitDown.point) įloat distanceToForwardHitPoint = llider = null ? Mathf.Infinity : Vector3.Distance(cameraPosition, hitForward.point) At line 40, if either llider or llider is null, then the distance comparison will be invalid, e.g.Hi Smoothbrick578, I found 2 issues in the script… Return false // No collider is found beneath the spawn point Return true // A collider is beneath the spawn point If (Physics.Raycast(spawnPoint, Vector3.down, out hit, 1.0f)) // Use a raycast distance (e.g., 1.0f) GameObject newPrefabInstance = Instantiate(spawnPrefab, spawnPosition, rotation) īool IsSpawnPointValid(Vector3 spawnPoint) Check if there's a collider beneath the spawn pointĭebug.Log("Spawn point is valid. Rotation = Quaternion.LookRotation(hitForward.normal, Vector3.up) SpawnPosition = hitForward.point // Set the spawn position to the forward hit point Rotation = Quaternion.FromToRotation(Vector3.up, hitDown.normal) SpawnPosition = hitDown.point // Set the spawn position to the ground hit point If (Vector3.Distance(cameraPosition, hitDown.point) < Vector3.Distance(cameraPosition, hitForward.point)) Choose the hit point that is closest to the camera If (Physics.Raycast(cameraPosition, Vector3.down, out hitDown) || Physics.Raycast(cameraPosition, cameraDirection, out hitForward)) RaycastHit hitForward = new RaycastHit() // Initialize the hitForward variable Quaternion rotation // Declare the rotation variable Raycast to determine the surface normal in both directions Vector3 spawnPosition = cameraPosition + cameraDirection * spawnDistance Calculate the spawn position in front of the camera Get the camera's position and direction If (Input.GetMouseButtonDown(0)) // Left mouse button is pressed Public float spawnDistance = 2.0f // Adjust this distance as needed Here is my code using System.Collections However, my code below has a problem where it keeps thinking that the prefab is not being spawned on a valid surface. I’m trying to create a prefab spawning script that when the player clicks it will spawn a prefab but it can only spawn the prefab on a surface.
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