Comments and answers for "Vector math: When forward,up,and right are certain values, a part of my model is at (0,1,0). How do I calculate that?"
http://answers.unity.com/questions/783189/vector-math-when-forwardupand-right-are-certain-va.html
The latest comments and answers for the question "Vector math: When forward,up,and right are certain values, a part of my model is at (0,1,0). How do I calculate that?"Comment by Morden
http://answers.unity.com/comments/783286/view.html
That did it, thanks. $$anonymous$$y ray is now firing out exactly where it is supposed to, regardless of the object orientation.Tue, 02 Sep 2014 06:05:37 GMTMordenComment by Morden
http://answers.unity.com/comments/783275/view.html
I just know by looking at the model. The particular example I am using is a 4-sided die. When the die sits flat on one side, a particular corner is straight up.
I had a really long comment about not knowing what to transform by and that maybe my problem was working in world space ins$$anonymous$$d of object space. Then I looked up doing that conversion and realized that's what TransformPoint was for. I'll look into using that and see what I come up with.Tue, 02 Sep 2014 05:36:32 GMTMordenComment by rutter
http://answers.unity.com/comments/783262/view.html
How do you know which point you need to connect to?
At a glance, it seems to me that [TransformPoint](http://docs.unity3d.com/ScriptReference/Transform.TransformPoint.html) might be the way to go. You could use it to build a [Ray](http://docs.unity3d.com/ScriptReference/Ray.html) that begins at the pivot point and travels through your target.Tue, 02 Sep 2014 05:13:58 GMTrutter