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Question by IvanHTN · Oct 23, 2016 at 04:53 PM · raycastboxcollider

Raycast corners of a Box Collider following rotation?

Hi everyone,

I wanted to check for ground collision correctly from all corners of a box collider.

         RaycastHit hit;
 
         float collyLengthX = boxCollider.size.x;
         float collyLengthY = boxCollider.size.y;
         float collyLengthZ = boxCollider.size.z;
 
         Vector3 cornerOrigin1 = new Vector3 (rigidbody.position.x + collyLengthX / 2, rigidbody.position.y, rigidbody.position.z + collyLengthZ / 2); 
         Vector3 cornerOrigin2 = new Vector3 (rigidbody.position.x - collyLengthX / 2, rigidbody.position.y, rigidbody.position.z - collyLengthZ / 2); 
         Vector3 cornerOrigin3 = new Vector3 (rigidbody.position.x + collyLengthX / 2, rigidbody.position.y, rigidbody.position.z - collyLengthZ / 2); 
         Vector3 cornerOrigin4 = new Vector3 (rigidbody.position.x - collyLengthX / 2, rigidbody.position.y, rigidbody.position.z + collyLengthZ / 2); 
 
         float rayLength = collyLengthY / 2 + 0.05f;
 
         Debug.DrawRay (cornerOrigin1, Vector3.down * rayLength, Color.red);
         Debug.DrawRay (cornerOrigin2, Vector3.down * rayLength, Color.blue);
         Debug.DrawRay (cornerOrigin3, Vector3.down * rayLength, Color.cyan);
         Debug.DrawRay (cornerOrigin4, Vector3.down * rayLength, Color.green);

My problem is that this doesn't follow rotation, how can i achieve this?

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Answer by IvanHTN · Oct 24, 2016 at 09:22 AM

Below is the working code.

     private BoxCollider colly;
     
     private void Awake () {
            colly = GetComponent<BoxCollider> ();
     }
     
     private void FixedUpdate () {
             Vector3 size = colly.size;
             Vector3 center = new Vector3 (colly.center.x, colly.center.y, colly.center.z);
     
             Vector3 vertex1 = new Vector3 (center.x + size.x / 2, center.y, center.z + size.z / 2);
             Vector3 vertex2 = new Vector3 (center.x - size.x / 2, center.y, center.z - size.z / 2);
             Vector3 vertex3 = new Vector3 (center.x + size.x / 2, center.y, center.z - size.z / 2);
             Vector3 vertex4 = new Vector3 (center.x - size.x / 2, center.y, center.z + size.z / 2);
     
             float rayLength = size.y / 2 + 0.05f;
     
             Debug.DrawRay (transform.TransformPoint (vertex1), -transform.up * rayLength, Color.red);
             Debug.DrawRay (transform.TransformPoint (vertex2), -transform.up * rayLength, Color.red);
             Debug.DrawRay (transform.TransformPoint (vertex3), -transform.up * rayLength, Color.red);
             Debug.DrawRay (transform.TransformPoint (vertex4), -transform.up * rayLength, Color.red);
     }
 

The key was to convert local positions to world positions with transform.TransformPoint ().

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Answer by Namey5 · Oct 24, 2016 at 07:17 AM

Use

 -transform.up

instead of

 Vector3.down
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