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Question by trvr · May 06, 2013 at 12:22 AM · raycastprefabsrounding

Round Raycast Hit Point?

Hi all! I am currently working on a Minecraft style building game, but focusing more on building in a realistic environment, rather than one made of blocks (kind of like StarForge). I am currently using raycasts to spawn prefabs at their hit location and it all works fine. However, the cubes usually intersect each other and don't line up properly. How can I get them to line up? I have tried using Mathf.Round() to round their values, but it is not producing the expected result. Any help or even a part of the script reference would be very greatly appreciated. Thanks in advance.

Here is the code I am using: (Ignore the tags, I am just using the default ones because it undoes any custom ones I make)


 var hit : RaycastHit;
 var cubePrefab : GameObject;
 var shootPoint : Transform;
 
 function Update () {
     if(Input.GetButtonDown("Fire1")){
        StartCoroutine("Shoot");
     }
     if(Input.GetButtonDown("Fire2")){
        StartCoroutine("Destroy");
     }
 }
 function Shoot(){
     var fwd = shootPoint.TransformDirection (Vector3.forward);
     if (Physics.Raycast (shootPoint.position, fwd, hit, 100)){
        if(hit.collider.gameObject.tag == "Finish"){
          Instantiate(cubePrefab, hit.point, hit.transform.rotation);
        }
        if(hit.collider.gameObject.tag == "Respawn"){
          Instantiate(cubePrefab, hit.point, hit.transform.rotation);
        }
     }
 }
 
 function Destroy(){
     var fwd = shootPoint.TransformDirection (Vector3.forward);
     if (Physics.Raycast (shootPoint.position, fwd, hit, 100)){
        if(hit.collider.gameObject.tag == "Respawn"){
             Destroy(hit.transform.gameObject);
        }
     }
 }
        
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Answer by Derpyness · Oct 01, 2013 at 08:54 PM

Have you ever tried to put Mathf.round in there?

EDIT: I meant Math.round(1)

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