Created
September 3, 2019 21:48
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Raycast 2D
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using UnityEngine; | |
public class RayCast2DExample : MonoBehaviour | |
{ | |
// Float a rigidbody object a set distance above a surface. | |
public float floatHeight; // Desired floating height. | |
public float liftForce; // Force to apply when lifting the rigidbody. | |
public float damping; // Force reduction proportional to speed (reduces bouncing). | |
Rigidbody2D rb2D; | |
void Start() | |
{ | |
rb2D = GetComponent<Rigidbody2D>(); | |
} | |
void FixedUpdate() | |
{ | |
// Cast a ray straight down. | |
RaycastHit2D hit = Physics2D.Raycast(transform.position, -Vector2.up); | |
// If it hits something... | |
if (hit.collider != null) | |
{ | |
// Calculate the distance from the surface and the "error" relative | |
// to the floating height. | |
float distance = Mathf.Abs(hit.point.y - transform.position.y); | |
float heightError = floatHeight - distance; | |
// The force is proportional to the height error, but we remove a part of it | |
// according to the object's speed. | |
float force = liftForce * heightError - rb2D.velocity.y * damping; | |
// Apply the force to the rigidbody. | |
rb2D.AddForce(Vector3.up * force); | |
} | |
} | |
} |
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