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Question by MarushiaDark · May 31, 2014 at 04:35 AM · raycastinstantiatequaternionprojectorsurface normal

Instantiate Projector at Normal Direction

Am trying to create a script that will instantiate a projector when and where the player clicks to create a sort of splatter effect on whatever surface is clicked. For this, I am using Raycasting because I want it to affect enemies, terrain, and Game Objects. I can get it to spawn in the right position, but I can only get it to go at a single hard-coded angle (e.g. facing straight down). What I want is to instantiate the projector so it appears the affect is lying flat on the surface, whether it be the ground, a wall, a slope, etc. I know I need to invoke the hit point's normal direction somehow, but I just don't know how to do it.

Any suggestions?

(I'm using C#, btw. Please excuse my comments, I use lots of comments when I work.)

 using UnityEngine;
 using System.Collections;
 
 public class Painter : MonoBehaviour {
 
 public float range = 10.0f;
 public GameObject debrisPrefab;
 
 public float cooldown = 0.2f;    // Amount of time in seconds between shots.
 private float cooldownRemaining;    // Amount of time left before you can fire.
 
 private float splatterRotation;
 private float splatterScale;
     
     // Update is called once per frame
     void Update () {
 
         cooldownRemaining -= Time.deltaTime;
 
         if(Input.GetMouseButtonDown(0))
         {
             cooldownRemaining = cooldown;    // Reset the cooldown time.
             Ray ray = new Ray (Camera.main.transform.position, Camera.main.transform.forward);
             RaycastHit hitInfo;
             Physics.Raycast(ray, out hitInfo, range);
             Vector3 hitPoint = hitInfo.point;
             GameObject other = hitInfo.collider.gameObject;
 
 
             // Paint onto surface.
             if(debrisPrefab != null)
             {
                 // Change the properties of the Splatter Effect game object.
                 splatterRotation = Random.Range(0f,360f);
                 splatterScale = Random.Range(.5f, 10f);
                 debrisPrefab.transform.localScale = new Vector3(splatterScale, 0f, splatterScale);
 
                 Instantiate(debrisPrefab, hitPoint + new Vector3(0f, 0.1f, 0f), Quaternion.Euler(90f, splatterRotation, 0f));
             }
         }
     }
 }
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