• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by JPB18 · Dec 12, 2012 at 11:40 AM · javascriptorientationraycasts

Send a raycast between two objects that aren't facing each other - UnityScript

Hi there!

In my game, I've a ship with a 360º firing angle, and that means that a target can behind it and still be able to fire. However, I need to check the exact impacting point on the "Shield" trigger (if it has shields up), or the Ship collider itself.

So, that means I can't use transform.forward to shoot the raycast, so I need to find a way to discover the orientation between those two, so I can discover the "phaser" impact point...

Currently I've this:

 function CheckPhaserImpact (phaser_point : GameObject) : Vector3 {
     //set mask
     var hit : RaycastHit;
     var layerMask : int = 1 << 10; //layer 10 is the Player layer
     layerMask = ~layerMask;
     
     
     Physics.Raycast(phaser_point.transform.position, (phaser_point.transform.position - target.position).normalized, hit, Mathf.Infinity, layerMask);
     
     return hit.point;
 
 }

In the meanwhile, I'll keep searching for a solution...

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

9 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Manual Quaternions 3 Answers

unity landscape issue 1 Answer

3D ball control issues 0 Answers

LineRender segment orientation broken, how to fix it? 1 Answer

How to rotatate an array of points(x,z) around origin point(x,z)? 1 Answer

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges