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Question by U2-84 · Sep 06, 2021 at 12:19 AM · raycastraycrosshairsmoothfollow

Crosshair and Ray

Hello, I'm having a problem with my crosshair behaviour.

T$$anonymous$$s is the setup: I have a spaces$$anonymous$$p (handled with physics) and a camera following the spaces$$anonymous$$p in a smooth way (so it's following with a slight delay).

Since the spaces$$anonymous$$p slightly "moves" on screen (as I said, the camera is following smoothly) as the user turns and moves up/down, the crosshair can't be stuck in the middle of the screen but it has to follow the forward direction of the spaces$$anonymous$$p.

T$$anonymous$$s is my code:

 void FixedUpdate()
     {
         Ray ray = new Ray(player.position, player.forward);
         RaycastHit $$anonymous$$t;
         if (Physics.Raycast(ray, out $$anonymous$$t, rayDistance))
         {
             if ($$anonymous$$t.collider)
             {
                 t$$anonymous$$s.transform.position = cam.WorldToScreenPoint($$anonymous$$t.point);
             }
             else
             {
                 endPoint = ray.GetPoint(rayDistance);
                 t$$anonymous$$s.transform.position = cam.WorldToScreenPoint(endPoint);
             }
         }
     }

The part in the if statement (when the ray $$anonymous$$ts a collider) works perfectly fine: the else part, when the ray doesn't $$anonymous$$t anyt$$anonymous$$ng, simply doesn't work. I expected to make the crosshair follow the "end point" of the ray (rayDistance), but it doesn't move. It stays stuck in its last position.

What am I doing wrong? The code (and logic) be$$anonymous$$nd that should be almost the same as the $$anonymous$$t case, with the only difference that the crosshair follows the "end point" instead of the "$$anonymous$$t point".

Thank you in advance.

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Answer by BobyStar · Sep 06, 2021 at 12:54 AM

When you are using if (Physics.Raycast()) it will only run what is inside if the raycast $$anonymous$$ts somet$$anonymous$$ng. You may want to move your else statement at the end of the Raycast check like so:

 void FixedUpdate()
      {
          Ray ray = new Ray(player.position, player.forward);
          RaycastHit $$anonymous$$t;
          if (Physics.Raycast(ray, out $$anonymous$$t, rayDistance))
          {
              if ($$anonymous$$t.collider)
              {
                  t$$anonymous$$s.transform.position = cam.WorldToScreenPoint($$anonymous$$t.point);
              }
              
          }
          else // if the raycast does not $$anonymous$$t anyt$$anonymous$$ng
          {
              endPoint = ray.GetPoint(rayDistance);
              t$$anonymous$$s.transform.position = cam.WorldToScreenPoint(endPoint);
          }
      }
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avatar image U2-84 · Sep 06, 2021 at 01:07 AM 0
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Thanks, it worked. :)

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