Answers for "Finding Distance between Angles and Points"
http://answers.unity.com/questions/845743/finding-distance-between-angles-and-points.html
The latest answers for the question "Finding Distance between Angles and Points"Answer by Eck
http://answers.unity.com/answers/846119/view.html
Like others, I'm not sure what you're asking either. Let me know if this idea is correct. Are you asking for where the rays will hit on a flat plane that is perpendicular to a ray straight out from your avatar? If so, that's just trigonometry.
The length of the 0 ray (your adjacent side ) is going to be your desired z distance (1000 you said). Let's say your sweep angle is 30 degrees. The length of your the opposite side is going to be
oppositeSide = tan(30)*1000; //= 577.35 (roughly)
You've got some unit vectors tied to your game object that are useful.
leftPoint = transform.forward * 1000 - transform.right * oppositeSide + transform.position
rightPoint = transform.forward * 1000 + transform.right * oppositeSide + transform.position
Instead of calculating this every frame, you could make some empty child game objects of your avatar, set their relative position on start, and then as the model moves/rotates it will update the positions update automagically and you can read their position as necessary. Just be aware that if you scale your avatar with a growth effect, that would also change your distance.
Edit: After seeing SparkyAllMighty's answer, using the hypotenuse might be better. I'm not sure which would be more efficient.
hypotenuse = 1000f / cos(30); //= 866.03 (roughly)
And then find the final resting point by getting your two rays' unit vector and multiplying by the hypotenuse. If you already have the unit vectors, this is probably faster.Wed, 03 Dec 2014 15:07:41 GMTEckAnswer by SparkyAllMighty
http://answers.unity.com/answers/846087/view.html
You want to use trigonometry. Cos, Tan, Sin and the like, which should be in the math helper functions. I've not installed Unity yet so can't be sure.
You know the distance of one side (1000) and presumably you know the angle you are raycasting to. That should give you enough to work out the distance to the point you want.
![alt text][1]
[1]: /storage/temp/36357-trig.png
Replace A with your angle and you should be able to use trig to find out XWed, 03 Dec 2014 14:33:26 GMTSparkyAllMighty