Created
October 14, 2014 21:15
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Unity3D 2D Raycasting
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public Plane gamePlane; | |
// Use this for initialization | |
void Start () { | |
gamePlane = new Plane(Vector3.zero, Vector3.up, Vector3.right); | |
} | |
// Update is called once per frame | |
void Update () { | |
if (Input.GetKey(KeyCode.Mouse0)) | |
{ | |
//Raycast to see if colliders are hit. | |
RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector3.zero); | |
if (hit.collider) //Something was hit | |
{ | |
GameObject hitGameObject = hit.collider.gameObject; | |
} | |
//Raycast to get point on 2d plane (to move object there for instance) | |
//Raycast into plane that makes up platter that all the sprites are on | |
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); | |
float dist; //Distance of camera to intersection of plane. | |
if (solarPlane.Raycast(ray, out dist)) //If | |
{ | |
Vector3 rayIntersect = ray.GetPoint(dist); | |
//Move object that is held, maybe determine delta (save last frame's raycast position). | |
} | |
} | |
} | |
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