Here are the examples of the csharp api UnityEngine.Physics.Raycast(UnityEngine.Vector3, UnityEngine.Vector3, out UnityEngine.RaycastHit) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.
3 Examples
19
View Source File : TemporaryManager.cs
License : MIT License
Project Creator : pampas93
License : MIT License
Project Creator : pampas93
private void Update()
{
GameObject oldFocusObject = FocusedObject;
var headPosition = Camera.main.transform.position;
var gazeDirection = Camera.main.transform.forward;
RaycastHit hitInfo;
if (Physics.Raycast(headPosition, gazeDirection, out hitInfo))
{
FocusedObject = hitInfo.collider.gameObject;
}
else
{
FocusedObject = null;
}
// If the focused object changed this frame, start detecting fresh gestures again.
if (FocusedObject != oldFocusObject)
{
tapRecognizer.CancelGestures();
tapRecognizer.StartCapturingGestures();
}
if (selectedGameObject != null)
{
SelectedObjectDebug.text = "Currently selected: " + selectedGameObject.name;
//When SelectedGameObject is not null; we know it has a parent; So, we get the parent, getComponents of MSR and enable or disable
GameObject parent = selectedGameObject.transform.parent.gameObject;
var moveComponent = parent.GetComponent<MoveScript>();
var rotateComponent = parent.GetComponent<RotateScript>();
var scaleComponent = parent.GetComponent<ScaleScript>();
JustToDebug.text = TransformMenu.instance.currentMode.ToString();
switch (TransformMenu.instance.currentMode)
{
case TransformMenu.Mode.Move:
moveComponent.SetDragging(true);
rotateComponent.SetRotating(false);
scaleComponent.SetResizing(false);
break;
case TransformMenu.Mode.Rotate:
rotateComponent.SetRotating(true);
moveComponent.SetDragging(false);
scaleComponent.SetResizing(false);
break;
case TransformMenu.Mode.Scale:
scaleComponent.SetResizing(true);
moveComponent.SetDragging(false);
rotateComponent.SetRotating(false);
break;
case TransformMenu.Mode.Reset:
Debug.Log("**************************Reset is enabled");
//TransformMenu.instance.currentMode = TransformMenu.Mode.None;
//Call the reset function
Debug.Log("Reset is Off~~~~~~~~~~~~~~~~~~~~~~~~~~~~~");
break;
default:
scaleComponent.SetResizing(false);
moveComponent.SetDragging(false);
rotateComponent.SetRotating(false);
//Debug.Log("Nothing is enabled");
break;
}
}
else
SelectedObjectDebug.text = "Currently selected: None";
}
19
View Source File : ObjectManager.cs
License : MIT License
Project Creator : pampas93
License : MIT License
Project Creator : pampas93
private void Update()
{
GameObject oldFocusObject = FocusedObject;
var headPosition = Camera.main.transform.position;
var gazeDirection = Camera.main.transform.forward;
RaycastHit hitInfo;
if (Physics.Raycast(headPosition, gazeDirection, out hitInfo))
{
FocusedObject = hitInfo.collider.gameObject;
}
else
{
FocusedObject = null;
}
// If the focused object changed this frame, start detecting fresh gestures again.
if (FocusedObject != oldFocusObject)
{
tapRecognizer.CancelGestures();
tapRecognizer.StartCapturingGestures();
}
if (selectedGameObject != null)
{
//When SelectedGameObject is not null; we know it has a parent; So, we get the parent, getComponents of MSR and enable or disable
GameObject parent = selectedGameObject.transform.parent.gameObject;
var moveComponent = parent.GetComponent<MoveScript>();
var rotateComponent = parent.GetComponent<RotateScript>();
var scaleComponent = parent.GetComponent<ScaleScript>();
switch (TransformMenu.instance.currentMode)
{
case TransformMenu.Mode.Move:
moveComponent.SetDragging(true);
rotateComponent.SetRotating(false);
scaleComponent.SetResizing(false);
break;
case TransformMenu.Mode.Rotate:
rotateComponent.SetRotating(true);
moveComponent.SetDragging(false);
scaleComponent.SetResizing(false);
break;
case TransformMenu.Mode.Scale:
scaleComponent.SetResizing(true);
moveComponent.SetDragging(false);
rotateComponent.SetRotating(false);
break;
case TransformMenu.Mode.Reset:
Debug.Log("**************************Reset is enabled");
TransformMenu.instance.currentMode = TransformMenu.Mode.None;
//Call the reset function
Debug.Log("Reset is Off~~~~~~~~~~~~~~~~~~~~~~~~~~~~~");
break;
default:
scaleComponent.SetResizing(false);
moveComponent.SetDragging(false);
rotateComponent.SetRotating(false);
//Debug.Log("Nothing is enabled");
break;
}
}
else
{
//Currently, no object is selected.
}
}
19
View Source File : ExtendedTransformEditor.cs
License : MIT License
Project Creator : XINCGer
License : MIT License
Project Creator : XINCGer
[MenuItem ("CONTEXT/Transform/Snap to Ground")]
private static void SnapToGround (MenuCommand command)
{
var transform = command.context as Transform;
RaycastHit hit;
if (Physics.Raycast (transform.position, Vector3.down, out hit))
{
Undo.RecordObject (transform, "Snapped To Ground");
transform.position = hit.point;
}
}