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Question by RealMTG · Dec 22, 2014 at 10:20 PM · transformpositionnormal

hit.transform.position + hit.normal; makes objects float

Hi!

I have some kind of block building thing I made and when I want the highlight thing to appear when I have the mouse over it and I am using this code:

 addCube.transform.position = hit.transform.position + hit.normal;

But when I hover over it, it floats above it. I do have all the objects scaled down to 0.1 if that has anything to do with it. If it does, how can I fix it?

Thanks in advance!

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avatar image NoseKills · Dec 22, 2014 at 11:16 PM 0
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I'm not 100% certain but usually normals are unit vectors (length 1) so with this code you're placing the object 1 world unit in front of the collision spot.

avatar image RealMTG · Dec 22, 2014 at 11:19 PM 0
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@Nose$$anonymous$$ills I see. Do you know how I could make a workaround for this? I am clueless.

avatar image EvilTak · Dec 23, 2014 at 01:05 AM 0
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Just remove the + hit.normal position, and if your cube has a scale of 0.1 and originally had a height of 1 unit, then ins$$anonymous$$d of that code, just use:

 Vector3 newPos = hit.transform.position;
 newPos.y += 0.05f;
 addCube.transform.position = newPos;

avatar image RealMTG · Dec 23, 2014 at 04:22 PM 0
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@Evil Tak But what if I want the object to be on all sides?

avatar image tanoshimi · Dec 23, 2014 at 04:27 PM 0
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How can Object A be on all sides of Object B?

avatar image RealMTG · Dec 23, 2014 at 04:31 PM 0
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@tanoshimi I don't understand that you mean. But let me explain what I think can you give you the answer. Let's say I have one cube. The scale is 0.1, 0.1, 0.1. Then if I want to add a cube, I should add it next to the cube and put the highlighter there too. So I used hit.normal before because that sets it on the sides of the object.

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Answer by flapy-monkey · Dec 23, 2014 at 05:05 PM

simply, two camera for view, deep one for the thing, up one for the cube

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