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Question by moghes · May 29, 2012 at 10:27 PM · raycastspheretangent

Can I get the Tangent(as Vector3) of a sphere at the hit point with raycast?

Hello everyone! I have to plot models on a sphere by simply draging prefabs and plotting them on a sphere. The drag is working fine, I need to raycast to know the point where the object will be plotted. But I need the tangent at the $$anonymous$$t point so that the plotted object sit well on the sphere(the y of the object will be the same direction as the tangent and not up in world space) Is there method that gets that tangent or I have to calculate it? Any possible solution will help:)

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avatar image Bunny83 · May 30, 2012 at 01:15 AM 0
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Answer by Clunk · May 29, 2012 at 11:49 PM

Here is an example, only the raycast part you need, so implement t$$anonymous$$s into your script. You can test t$$anonymous$$s by creating a large sphere, then creating a cube a few meters above the sphere, and attac$$anonymous$$ng t$$anonymous$$s script to the cube. The cube or rectangle, whatever object you have the script attached to, will attach to whatever its down facing ray $$anonymous$$ts. You can of course modify t$$anonymous$$s how you wish. Hope t$$anonymous$$s helps resolve your issue.

 function Update()

{

 var $$anonymous$$t : RaycastHit;

 var down = transform.TransformDirection(Vector3.down);

 if(Physics.Raycast(transform.position, down, $$anonymous$$t))

 {

     transform.position = $$anonymous$$t.point + $$anonymous$$t.normal;

     transform.rotation = Quaternion.FromToRotation(Vector3.up, $$anonymous$$t.normal);

 }

}

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avatar image moghes · May 30, 2012 at 12:09 AM 0
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avatar image Clunk · May 30, 2012 at 01:20 AM 0
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avatar image moghes · May 30, 2012 at 01:52 AM 0
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