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Question by bsbimalbose · Dec 14, 2013 at 05:33 PM · 2draycastcollider

Raycast on a 2D Collider

I want to raycast from the camera to the mouse location for my @D Game to identify which Object was clicked.

     Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

     RaycastHit hit;
     if(Physics.Raycast(ray,out hit))
     {
         isHit = false;
         Destroy(GameObject.Find(hit.collider.gameObject.name));

     }


Raycasting on 2D Colliders doesn't seem to work.

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Answer by citizen_rafiq · Apr 25, 2014 at 07:39 AM

private void OnClickGUIWidget(Vector3 position) {

     Ray ray = Camera.main.ScreenPointToRay(position);
     RaycastHit2D hit = Physics2D.Raycast(ray.origin, ray.direction);

     if (hit != null) 
     {
         if (hit.collider !=null)
         {
             Button _btn = hit.transform.gameObject.GetComponent<Button> ();
             
             if (_btn != null )
             {
                 if (_btn.name == GlobalVar.button_name_exit)
                 {
                     Application.Quit();
                 }
                 
                 if (_btn.name == GlobalVar.button_name_restart)
                 {
                     Application.LoadLevel(0);
                 }
             }
         }
     }
 }
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Answer by M_R_M · Oct 10, 2021 at 11:38 AM

If anyone else comes across an issue like this and like me couldn't get anything to work, what I did was basically what @MarcosLC suggested with using 3d colliders. None of the other suggestions here or anywhere else worked, not even the obvious routes like using the Physics2D options, Physics2D.GetRayIntersection, or eventsystem.current.etcetc...


I needed to check both a 3D object and a button element at the same time, and no matter what I tried nothing worked, except this:

Used 3D box colliders for button elements instead of 2D, and in the Canvas set the Render Mode to Screen Space - Camera and set the plane distance to 1. It's not perfect, but at least it allowed me to keep everything in the same space and reduce complexity, and you know, actually work. So after all these years, thank you, @MarcosLC.

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