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Question by MasterBLB · Jul 08, 2011 at 01:56 PM · raycast

Raycasting from center of SphereCollider

Well,as documentation says:

http://unity3d.com/support/documentation/ScriptReference/Physics.Raycast.html?from=RaycastHit

I can't cast a ray from center of a sphere mesh and get collision hit placed on it's surface :/

Therefore,if not that way,then how can I do that?

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Answer by cyberqat · Sep 04, 2011 at 09:53 PM

The hit point from the center of a sphere C, of radius r, in the direction vector V is by definition

C + ( V.normalized * r)

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Answer by Joshua · Jul 08, 2011 at 02:00 PM

I suppose you could find the center of the sphere and the radius. Then instead of raycasting from the center in a direction for a certain distance, raycast from direction*a certain distance in -direction. This way you'll raycast from outside the sphere into the sphere instead of the other way around. The only difference is that the hit.normal will be inverted, but you can of course fix that.

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avatar image MasterBLB · Jul 08, 2011 at 03:33 PM 0
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Hmmm I have code:

 void On$$anonymous$$ouseUp()
 {
     RaycastHit hit;
     if(Physics.Raycast(transform.position,Input.mousePosition,out hit))
     {
         infoText.text="hit on:"+hit.point.ToString();
     }
 }

that's raycasting from inside of an sphere collider-does not work.I changed order of parameters and it started to work,but with an issue-if I rotate my sphere I still get the same hit point as long as I don't move the mouse cursor :/

So really there is no way to raycast from inside a sphere?

avatar image Joshua · Jul 08, 2011 at 03:46 PM 0
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Of course you're getting the same hit point, the point of the collider between the center of the sphere and your mousePosition doesn't change if you rotate the sphere around its pivot.

avatar image MasterBLB · Jul 08, 2011 at 04:35 PM 0
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Hmm that's not what I want to get :/ How to make that hit point aware of rotation of the sphere?

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