Raycast到Unity中的特定图层

时间:2017-10-17 10:39:09

标签: c# unity3d raycasting

我正在使用GVRTeleport脚本来允许使用纸板应用进行远程传输。我希望远程传送的光线投射忽略除一层之外的所有层。通过this页面我已经相应地修改了脚本(道歉,无法找到指向此代码所有者的原始链接),但现在远程端口脚本根本看不到任何内容。有任何想法吗?我的地板图层是第8层,这是我希望此光线投影与之交互的图层。

using UnityEngine;

public class GVRTeleport : MonoBehaviour {

    public float viewHeight = 7f;

    Vector3 fwd;
    public float maxDistance = 10f;
    public LineRenderer line;
    public GameObject parent;
    public GameObject targetIndicator;

    public StraightLineParam genLine;

    int layerMask = 1 << 8;

    void Start() {
    }


    void Update() {
        RaycastHit hit;
        Ray ray;

        if (Physics.Raycast (transform.position, Vector3.forward, Mathf.Infinity, layerMask)) {
            Debug.Log ("The ray hit the floor");


            if (debugWithMouse) {
                Vector2 mousePos = new Vector2 (Input.mousePosition.x / Screen.width, Input.mousePosition.y / Screen.height);
                ray = Camera.main.ViewportPointToRay (mousePos);
            } else {
                ray = new Ray (transform.position, transform.forward);
            }

            if (Physics.Raycast (ray, out hit)) {
                Debug.DrawLine (transform.position, hit.point, Color.red);  
            }

            if (Input.GetMouseButton (0)) {
                if (Physics.Raycast (ray, out hit)) {

                    if (useViewHeight) {
                        targetIndicator.transform.position = new Vector3 (hit.point.x, hit.point.y + viewHeight, hit.point.z);
                    } else {
                        targetIndicator.transform.position = new Vector3 (hit.point.x, hit.point.y, hit.point.z);
                    }

                    targetIndicator.transform.LookAt (hit.point);
                    targetIndicator.GetComponent<Light> ().intensity = 8;

                    genLine.genLine (new Vector3 (ray.origin.x + 2, ray.origin.y - .5f, ray.origin.z), hit.point);

                    line.material.SetTextureOffset ("_MainTex", new Vector2 (Time.timeSinceLevelLoad * -4f, 0f));
                    line.material.SetTextureScale ("_MainTex", new Vector2 (hit.point.magnitude, 1f));
                }
            }

            if (Input.GetMouseButtonUp (0)) {
                if (Physics.Raycast (ray, out hit)) {
                    if (!debugNoJump) {
                        if (useViewHeight) { //better way?
                            parent.transform.position = new Vector3 (hit.point.x, hit.point.y + viewHeight, hit.point.z);
                        } else {
                            parent.transform.position = new Vector3 (hit.point.x, hit.point.y, hit.point.z);
                        }
                    }
                    if (!debugLine) {
                        line.SetVertexCount (0);
                    }
                }
                targetIndicator.GetComponent<Light> ().intensity = 0;
            }
            Debug.DrawRay (this.transform.position, ray.direction * 5, Color.blue);// .DrawLine(transform.position, hit.point, Color.red);
        }
    }
}

1 个答案:

答案 0 :(得分:1)

让我们开始,你不应该在update()的每一帧中投射光线。不知道引擎可能会如何反应。您应该首先设置条件以投射光线,例如当您按键或类似物时。

然后,尝试使用掩码的1 << 8

int layer_mask = LayerMask.GetMask("Floor");

//Actually you can add any layer name you want, for example:
//int layer_mask = LayerMask.GetMask("Ground","Enemy","Boxes");

 //do the raycast specifying the mask
 if (Physics.Raycast (ray, out hit, distance, layer_mask))
 {

 } 

万一你不小心改变了图层的顺序或者将来修改它,直接传递名字,从我的角度来看,它更安全。

如果不是问题,请检查用于投射光线的变换的GameObject的前进方向。也许你只是把光线投射到没有任何东西的方向,或者至少不是地面。