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Question Aligning one game object to another for base building system considering different rotations based o

Discussion in 'Physics' started by Kiket1995, Nov 20, 2023.

  1. Kiket1995

    Kiket1995

    Joined:
    Nov 12, 2018
    Posts:
    6
    I am creating base building system similiar to Valheim's one, but I have problems with aligning objects towards themselves. I want to be able to place object with different rotation at point my camera is looking and make them stick to other objects, like in classic base building system.

    I tried to determine the distance I need to move the object from the raycast hit point based on mesh renderer bounds size like below:

    visualization.transform.postion = currentHit.point + Vector3.Scale(visualization.Bounds.extents, currentHit.normal.normalized);

    This works only for right and straight angles, and becomes a problem when there are different rotations:



    Is there any way to know the distance based on renderer/collider size and object rotation, without using bounds?
     
  2. zulo3d

    zulo3d

    Joined:
    Feb 18, 2023
    Posts:
    763
    Place this script onto your camera and then click on an object to clone it.

    Code (CSharp):
    1. using UnityEngine;
    2.  
    3. public class CloneObject : MonoBehaviour
    4. {
    5.    void Update()
    6.    {
    7.         if (Input.GetMouseButtonDown(0))
    8.         {
    9.             Ray ray=Camera.main.ScreenPointToRay(Input.mousePosition);
    10.             if (Physics.Raycast(ray,out RaycastHit hit,500f))
    11.             {
    12.                Vector3 scaledNormal=Vector3.Scale(hit.transform.localScale,hit.transform.InverseTransformVector(hit.normal));
    13.                GameObject obj=Instantiate(hit.transform.gameObject,hit.transform.position+hit.transform.TransformVector(scaledNormal),hit.transform.rotation);
    14.             }
    15.         }
    16.    }
    17. }
    18.  
     
  3. Kiket1995

    Kiket1995

    Joined:
    Nov 12, 2018
    Posts:
    6
    Thats not exactly what i wanted to achieve, but i managed to solve my problem.


    This may not be the best way to do this, but it is working as intended.
    I used normal from currentHit to cast another ray toward placeable element, then my result is raycast hit on it's surface, then i take distance between placeable element's pivot and surface hit, multiplying currentHit normal by this distance make objects do not intersect.