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Question by hardmode2236 · May 11, 2014 at 04:10 AM · raycastmeshblenderraycasthit.blend

raycast not detecting my mesh from blender

long story short, i imported a multipart mesh as a .blend file, i gave all its parts a rigidbody, mesh collider(convex), and a fixed joint to connect them all together. each individual peice is set to my "Interactive" layer.

then in my player script i do t$$anonymous$$s:

 #pragma strict
 var ray: Ray;
 var $$anonymous$$t: RaycastHit;
 var interactionLayer:LayerMask;
 var cam:Camera;
 var camTr: Transform;
 function Start () 
 {
     cam = Camera.main;
     camTr = cam.transform;
     ray = Ray(camTr.position, camTr.forward);
 }
 
 function Update () 
 {
     if(Input.GetButtonDown("Kick"))
     {
         aim();
         if($$anonymous$$t.collider != null)
         {
             Debug.Log("Kick Hit");
             $$anonymous$$t.collider.gameObject.SendMessage("Kicked");
         }
     }
 }
 
 function aim()
 {
     Debug.Log("RayShot");
     Physics.Raycast(ray, $$anonymous$$t, 2.5, interactionLayer);
     Debug.DrawRay(camTr.position, camTr.forward*2.5, Color.w$$anonymous$$te,2);
     Debug.Log($$anonymous$$t.collider.name);
 }

the "interactionLayer" layermask is set to the Interactive layer via the inspector. t$$anonymous$$s code works perfect on any other object from unity, but when it comes to my custom mesh from blender the raycast just doesnt $$anonymous$$t it.

the only debug.log i get is the "RayShot" and then an error because the $$anonymous$$t.collider.name was out of bounds. (because of no $$anonymous$$t)

can anyone tell me whats going wrong?

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Answer by hardmode2236 · May 11, 2014 at 04:17 AM

ohh dip... nvm, im a dingus. i set the ray to the cams position at the start, so every time i aimed it was originating from where i spawned. i moved the ray = (cam position, cam fwd) to the top of the aim function and it works now.

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