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Question by jayekub · Aug 25, 2018 at 04:29 AM · rayboundsintersection

Bounds.IntersectRay behavior when origin is inside bounds?

i feel like i must be missing something here...

         Bounds bounds = new Bounds(Vector3.zero, Vector3.one);
         Ray ray = new Ray(new Vector3(0, 0, 0), new Vector3(0, 0, 1));

         float t;
         if (bounds.IntersectRay(ray, out t))
         {
             Debug.Log(t);
         }

this code gives t = -0.5, which while correct, isn't what i'd expect. i'd expect it'd prefer the intersection point in the positive direction along the ray. but i gave it the benefit of the doubt and assumed that with two equidistant intersection points maybe it just picks one at random. so i tried biasing along the ray:

         Ray ray = new Ray(new Vector3(0, 0, 0.1), new Vector3(0, 0, 1));

but this gives me t = -0.6! to get the point in the direction i want, i found i could invert the ray direction like so:

         Ray ray = new Ray(new Vector3(0, 0, 0.1), new Vector3(0, 0, -1));

which gives me t = -0.4.

it's not just me, right? this is pretty strange behavior? maybe even worth reporting as a bug?

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avatar image tkg_szaluga · Nov 26, 2019 at 11:44 AM 0
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Not just you. I just got bitten by this as well. It's counter-intuitive at the very least.

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