Unity3D: Raycaster.Raycast on UI, get Worldposition of the hit point - unity3d

I am in UNity3D. I am trying to raycast on UI Element and get the world position of the hit. I have the small test code here. It gives me the name of the target UI Element, but not the position. The world position of the hit is always (0,0,0). Please, can someone suggest, how i can get it right? thank you a lot.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class RaycasterRayScriptTest : MonoBehaviour
{
[SerializeField] private GraphicRaycaster m_Raycaster;
private PointerEventData m_PointerEventData;
private EventSystem m_EventSystem;
[SerializeField] private Vector3 HitPosition;
// Update is called once per frame
void Update()
{
m_PointerEventData = new PointerEventData(m_EventSystem);
m_PointerEventData.position = Input.mousePosition;
List<RaycastResult> results = new List<RaycastResult>();
m_Raycaster.Raycast(m_PointerEventData, results);
foreach (RaycastResult result in results)
{
Debug.Log("Hit " + result.gameObject.name);
HitPosition = result.worldPosition;
Debug.Log("HitPosition " + HitPosition.ToString());
}
}
}

I just solved this problem. You have to set Canvas Render Mode: Screen Space - Camera. Select the camera, that you have to use for the UI. With this UI-Plane will appear as an GameObject in the world. But the ui-plane position is not adjustable, so you have to move the camera back and adjust the field of view of the camera.
And because the UI-Plane is now an Object, the code
HitPosition = result.worldPosition;
works now.
without the changes on the canvas and camera, the code doesn't work, because plane of ui is virtual and it's position set to the camera position. So if you try to get the worldPosition, it uses the distance betwenn camera and UI-Plane, and since it is zero, you will get zero for the worldPosition as well.

Related

Making a sprite move

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UnitMove : MonoBehaviour
{
// Update is called once per frame
void Update()
{
if (Input.GetMouseButtonDown(0))
{
Vector3 MousePos = Input.mousePosition;
GetComponent<Transform>().position = (MousePos);
}
}
}
What is above is my code and every time I build and run the game the sprite will not go to the position of my mouse clicks but instead just disappears.
Input.mousePosition provides a screen coordinate. This ranges from (0,0) to (Screen.width, Screen.height). The Transform component uses world coordinates. Try looking at its position value after clicking the sprite and see if the X and Y values look like pixel counts.
Use Camera.ScreenToWorldPoint() to transform screen coordinates into world space.

how to fix my enemy turning invisible in play mode UNITY

So, here's my error! im designing a FPS game in unity and im scripting an AI enemy (for now it just moves around randomly) im also using NeoFPS that should be all the background info out of the way as for whats happening:
i can see the enemy in scene view and i can see it in the game view before i press play, when i do press play the enemy disappears in game view but i can still see it trying to move around the little box i put it in and stuff of the sorts via navmesh etc. the collider for the enemy is still there when i go into the box however i cant see it and i shoot through it and do no damage to it whatsoever i will include screenshots and my AI code below (the white capsule is the enemy w AI script inside a little box, the camera is the FPS player
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class AICharacterController : MonoBehaviour
{
private NavMeshAgent m_Agent;
private void Awake()
{
m_Agent = GetComponent<NavMeshAgent>();
}
Vector3 movePosition;
void Update()
{
if (movePosition == Vector3.zero
|| Vector3.Distance(transform.position, m_Agent.destination) < 1)
{
SelectNewDestination();
}
}
void SelectNewDestination()
{
Vector2 pos = Random.insideUnitCircle * 50;
movePosition.x = pos.x;
movePosition.y = pos.y;
NavMeshHit hit = default;
if (NavMesh.SamplePosition(movePosition, out hit, 4, NavMesh.AllAreas))
{
m_Agent.SetDestination(hit.position);
}
}
public void Die()
{
Destroy(gameObject, 0.25f);
}
}
(if you dont see an image below then stackoverflow replaced it with a link and its not working)
If things are invisible in a camera, but not in the scene view then that means that the "Culling Mask" property on the camera is set to ignore the layers the object is on. NeoFPS uses a spawning system, so its quite possible that the camera in the character that's spawned has a different culling mask setup to the camera in the scene that you're looking through outside of play mode. To fix that you would have to find the camera in the character prefab's hierarchy (usually called PlayerCameraSpring) and add your AI's layer to its culling mask.

How do i get the the tile in front of the player in unity 2d

I'm trying to get all tiles around the player in unity 2d tileset.
What I would like to happen when player presses U I Would like to get all tiles surrounding the player including the one underneath the player or simply the one 1 tile in front of them.
I'm trying to make a farming Game where when the player pulls out an item it will highlight on the tilemap where they are about to place it.
Please note I'm not asking for full code, I just want what ever solution allows me to get tiles near the players position
Edit, found a solution by editing someone elses code but im not sure if there's a better way, if not I would also like this to work based on player rotation currently it places a tile above the player. Code Source https://lukashermann.dev/writing/unity-highlight-tile-in-tilemap-on-mousever/
using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Tilemaps;
public class PlayerGrid : MonoBehaviour
{
private Grid grid;
[SerializeField] private Tilemap interactiveMap = null;
[SerializeField] private Tilemap pathMap = null;
[SerializeField] private Tile hoverTile = null;
[SerializeField] private Tile pathTile = null;
public GameObject player;
private Vector3Int previousMousePos = new Vector3Int();
// Start is called before the first frame update
void Start()
{
grid = gameObject.GetComponent<Grid>();
}
// Update is called once per frame
void Update()
{
var px = Mathf.RoundToInt(player.transform.position.x);
var py = Mathf.RoundToInt(player.transform.position.y);
var tilePos = new Vector3Int(px, py, 0);
if (!tilePos.Equals(previousMousePos))
{
interactiveMap.SetTile(previousMousePos, null); // Remove old hoverTile
interactiveMap.SetTile(tilePos, hoverTile);
previousMousePos = tilePos;
}
// Left mouse click -> add path tile
if (Input.GetMouseButton(0))
{
pathMap.SetTile(tilePos, pathTile);
}
// Right mouse click -> remove path tile
if (Input.GetMouseButton(1))
{
pathMap.SetTile(tilePos, null);
}
}
}
try to use the layer field inside the inspector, you can create new Layers inside the Project Manager and there you can easily create Layers like "Background" "Scenery" "Player" "Foreground".. after this you can assign them individually to your Tiles also its important to have different grids otherwise you will not be able to assign different layers to it i hope it worked already

Camera follow player around planet

I have a planet and a player moving on it using gravity. I would like to have a camera to follow the player around it. Using the Parent Constraint component works perfectly, but I want to delay the rotation follow, so I have to use a script. I just cannot figure out how to make it follow it around the globe. I either have a camera that completely freaks out, or a camera that sort of follows the player but doesn't move over the planet and always stays in front of it. And often the position following works, but as soon as I add something that changes rotation it only does that. I've tried many different scripts but nothing works. I'm grateful for any help.
EDIT
I'm sorry for not adding an example. At the moment I've tried this script attached to the camera:
public class CameraFollow : MonoBehaviour
{
public GameObject player;
private Vector3 offset;
void Start()
{
offset = transform.position - player.transform.position;
}
void LateUpdate()
{
transform.rotation = Quaternion.Slerp(transform.rotation, player.transform.rotation, 50f * Time.deltaTime);
transform.position = player.transform.position + offset;
}
The camera does mimic the rotation of the player, but the position isn't being follow correctly anymore. It seems mostly stuck in place, moving only very slightly.
In order to have a camera following a GameObject, you need to go to the camera you want following the GameObject, select Add component, write FollowPlayer, press New script, and then press select and add. Edit the script so it contains the following:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FollowPlayer : MonoBehaviour
{
public Transform player;
public Vector3 offset;
// Update is called once per frame
void Update()
{
transform.position = player.position + offset;
}
}
Then, you will need to drag and drop the GameObject you want the camera to follow, in the "Player" box.
Define the offset of the camera from the GameObject, and your'e good to go.

Unity3D Getting position of OVRCameraRig

I want to attach an object to the OVRCameraRig and then use its position, which is offset from the rig.
However, my object is always static, irrespective of where the headset is.
This only happens with the OVRCameraRig. If I use a normal MainCamera I get the right data. But I'm not getting other aspects, like floor level, of the OVRCameraRig!
Is there some way to get the actual position of the OVRCameraRig?
Afaik the OVRCameraRig itself doesn't move.
What you probably want to get is the position of the centerEyeAnchor instead
// somehow get the reference e.g. using GetComponent
OVRCameraRig overCameraRig;
var position = overCameraRig.centerEyeAnchor.position;
Regardless of the value of usePerEyeCameras the centerEyeAnchor's position is always updated.
Try the following code to get the OVRCameraRig position using the centerEyeAnchor attribute.
using UnityEngine;
public class OVRCameraPosTest : MonoBehaviour {
[SerializeField] private OVRCameraRig overCameraRig;
void Start() {
Vector3 cameraPos = GetCameraPos();
Debug.Log("Camera Position: " + cameraPos);
}
Vector3 GetCameraPos() {
// Remove this line if you are refering the OVRCameraRig component
// through the inspector to the script.
overCameraRig = GameObject.Find("OVRCameraRig").GetComponent<OVRCameraRig>();
return overCameraRig.centerEyeAnchor.position;
}
}