Can anyone explain why this is happening? Newbie with unity and am trying to do some basic raycasting. The detection looks off and I'm not sure where I'm going wrong.
So I have two objects on a plane tagged EditorOnly(I just chose a random default tag). The script(attached to the fps camera controller) draws a line in the scene view if it detects an object with that tag. For some reason its detecting the objects at an offset or something. Not sure what I'm doing wrong for this to occur.
edit: did more debugging and it looks like the raycasting is working, but the visible debug rays are incorrect. I added display red line if no object is detected, and for some reason I'm seeing this large gap between nothing and the cube. So the green line is not representive of the raycast. hmm
Code:
using UnityEngine;
using System.Collections;
public class Raycast : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
RaycastHit hit;
Vector3 fwd = transform.TransformDirection(Vector3.forward);
if (Physics.Raycast(transform.position, transform.forward, out hit, 20.0f))
{
if (hit.collider.gameObject.tag.Equals("EditorOnly"))
{
Debug.DrawLine(transform.position, fwd * 10, Color.green, 20, true);
print(hit.collider.gameObject.name);
print(hit.point);
}
}
}
}
So I have two objects on a plane tagged EditorOnly(I just chose a random default tag). The script(attached to the fps camera controller) draws a line in the scene view if it detects an object with that tag. For some reason its detecting the objects at an offset or something. Not sure what I'm doing wrong for this to occur.
edit: did more debugging and it looks like the raycasting is working, but the visible debug rays are incorrect. I added display red line if no object is detected, and for some reason I'm seeing this large gap between nothing and the cube. So the green line is not representive of the raycast. hmm