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Question by Patyrn · Mar 03, 2011 at 01:35 AM · raycastheight

How do I find the height of a gameObject?

I'm doing a raycast to determine if there are intervening models from my turret to its target. My problem is the raycast is sourced from the base of the turret. I want to modify the source transform to take into account my turrets height without manually entering the height of each turret.

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Answer by Statement · Mar 03, 2011 at 01:43 AM

Just add a new transform to the object and use its position and forward direction to cast the ray. Bind this in your prefab (or via script, whatever fancies you).

public Transform raycastOrigin;

Then you can use raycastOrigin in your raycast. Just make sure you parent it to the object it should belong to. Instead of using transform.position etc, just use raycastOrigin.position.

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avatar image Patyrn · Mar 03, 2011 at 01:55 AM 0
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This is what I came up with as well. Is it considered good form in unity to use empty gameObjects for this type of purpose?

avatar image Bunny83 · Mar 03, 2011 at 02:32 AM 0
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Sure, why not ;) It gets calculated under the hood and it's quite easy to adjust within the editor.

avatar image Statement · Mar 03, 2011 at 10:34 AM 0
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Patyrn, I prefer that approach because it gives you freedom of control with easy aspects, and other components can get attached to the "muzzle point", such as particle effects and what not. If you don't want to use another game object for the task you could make a Vector3 and a custom editor script that let you set this point freely. Ofc, then you probably also want to set rotation, and then you'd end up calculating the relative rotation and position. Seems just to reinvent the wheel, but possible.

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Answer by by0log1c · Mar 03, 2011 at 02:33 AM

How about:

+transform.lossyScale.y;
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