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1cdf52c Sep 4, 2017
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51 lines (37 sloc) 1.52 KB
using System;
using UnityEngine;
public class VReyecaster : MonoBehaviour {
private Vector3 cordHit;
[SerializeField] private Transform m_Camera;
[SerializeField] private LayerMask m_ExclusionLayers; // Layers to exclude from the raycast.
[SerializeField] private bool m_ShowDebugRay = true; // Optionally show the debug ray.
private float m_DebugRayLength = 5f; // Debug ray length.
private float m_DebugRayDuration = 1f; // How long the Debug ray will remain visible.
private float m_RayLength = 500f; // How far into the scene the ray is cast.
private void Update()
{
EyeRaycast();
}
public Vector3 hitPoint()
{
Debug.Log("H:"+cordHit);
return cordHit;
}
private void EyeRaycast()
{
// Show the debug ray if required
if (m_ShowDebugRay)
{
Debug.DrawRay(m_Camera.position, m_Camera.forward * m_DebugRayLength, Color.blue, m_DebugRayDuration);
}
// Create a ray that points forwards from the camera.
Ray ray = new Ray(m_Camera.position, m_Camera.forward);
RaycastHit hit;
// Do the raycast forweards to see if we hit an interactive item
if (Physics.Raycast(ray, out hit, m_RayLength, ~m_ExclusionLayers))
{
cordHit = hit.point;
Debug.Log("VH:"+cordHit);
}
}
}