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Question by Sendatsu_Yoshimitsu · Aug 13, 2014 at 07:23 AM · c#cameraraycastaim

Raycast not rotating with object it casts from

I'm trying to build a generic aiming script for weapons, binoculars, and anyt$$anonymous$$ng else that you would want to point in a specific direction. To accomplish t$$anonymous$$s I'm casting a single ray in the direction I want bullets/eyes to go, and to ensure it fires from the center of the screen (where my crosshairs are at), I fire the ray from the main camera, as follows:

 public LayerMask playerMask;
 RaycastHit $$anonymous$$t;
 void Update()
 {
     Ray ray = new Ray(transform.position, transform.forward);
     Physics.Raycast(ray, out $$anonymous$$t, 10f, playerMask);
 }
 
 void OnDrawGizmos()
 {
     Gizmos.DrawLine(transform.position, $$anonymous$$t.point);
 }

The problem I'm having is that when the player rotates around, the ray doesn't rotate with it, but instead remains pointing in it's original direction. My assumption is that it's using world coordinates, not local coordinates, but I thought transform.forward always gave you that gameobject's local transform, so I'm not sure what I'm doing wrong.

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avatar image robertbu · Aug 13, 2014 at 02:20 PM 0
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avatar image Sendatsu_Yoshimitsu · Aug 13, 2014 at 02:33 PM 0
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avatar image Sendatsu_Yoshimitsu · Aug 13, 2014 at 02:42 PM 0
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avatar image robertbu · Aug 13, 2014 at 03:18 PM 0
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avatar image Sendatsu_Yoshimitsu · Aug 13, 2014 at 09:35 PM 0
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