RaycastHit <hitInfo>
RAYCASTING | ADVANCED PARAMETERS
RaycastHit is a structure used to get information back from a raycast. If the raycast returns true (collides with a collider), then the variable hitInfo
will contain more information about where the closest collider was hit.
RaycastHit can record the following properties on the collider that was hit...
articulationBody
The ArticulationBody of the collider that was hit. If the collider is not attached to an articulation body then it is null.
barycentricCoordinate
The barycentric coordinate of the triangle we hit.
collider
The Collider that was hit.
colliderInstanceID
Instance ID of the Collider that was hit.
distance
The distance from the ray's origin to the impact point.
lightmapCoord
The uv lightmap coordinate at the impact point.
normal
The normal of the surface the ray hit.
point
The impact point in world space where the ray hit the collider.
rigidbody
The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null.
textureCoord
The uv texture coordinate at the collision location.
textureCoord2
The secondary uv texture coordinate at the impact point.
transform
The Transform of the rigidbody or collider that was hit.
triangleIndex
The index of the triangle that was hit.
To access specific properties within hitInfo, we use the following do syntax: hitInfo.
property
SYNTAX
The above line of code creates a raycast that starts at the position of the attached gameobject and casts a ray 10 units forward. If the ray hits another collider then data about that collision is stored in the RaycastHit variable hitInfo
.
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