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Question by Peti89 · Mar 05, 2015 at 07:52 AM · localposition

Converting RaycastHit2d.point to local space

Hi I need to convert because i'm drawing a line(a web) form the player(spidy) whic is a distance joint and he slings on it. I need to render this Distance joint so it is visible to the player and i decided to use linerenderer and while doing so came across this problem. Also if you have an idea for a better way to render a line in 2d, fell free to share. Here is the script

 #pragma strict
 public var fal : GameObject;
 public var spidy : GameObject;
 public var notToHit : LayerMask;
 private var anc : Vector2;
 public var joint : DistanceJoint2D;
 public var web : LineRenderer;
 
 
 
 function Start () 
 {
 
 }
 
 
 function Update () 
 {
     anc.x = -0.4;
     anc.y = 0;
     if (Input.GetMouseButtonDown(0))
     {
         var hit: RaycastHit2D = Physics2D.Raycast(spidy.transform.position,transform.TransformDirection(-Vector2.right),10,notToHit);
         if (hit.collider != null)
         {
             var hitpos : Vector3 = Vector3(hit.point.x,hit.point.y,0);
             rigidbody2D.AddForce (Vector2.right * 100);
             joint = gameObject.AddComponent (DistanceJoint2D);
             joint = GetComponent(DistanceJoint2D);
             joint.distance = hit.fraction * 10 - 0.4;
             joint.collideConnected = true;
             joint.connectedAnchor = hit.point;
             joint.anchor = anc;
             joint.maxDistanceOnly = false;
             joint.connectedBody = hit.rigidbody;
             web = gameObject.AddComponent (LineRenderer);
             web = GetComponent(LineRenderer);
             web.useWorldSpace = false;
             web.SetPosition(0,hitpos);
             web.SetColors(Color.green, Color.green);
             web.SetWidth(0.1,0.1);
             web.SetVertexCount(100);
             
             Debug.Log("Hit");
             
             
             
         }
         else 
         {
             Debug.Log("Didn't hit");
         }
         
         
         
     }
     if (Input.GetMouseButtonUp(0))
     {
         Destroy (joint);
     }    
 }

Thanks for the help

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