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XR/Unity3D

유니티 - 레이캐스팅 이용하기

by -솔솔- 2018. 10. 14.
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Vector3 incomingVec = hit.point - transform.position;

hit.point: the impact point in world space where the ray hit the collider.

Debug.DrawLine(transform.position, hit.point, Color.red); //ray

hit.normal: the normal of the surface the ray hit.

Debug.DrawRay(hit.point, hit.normal, Color.green); //wall surface normal

hit.distance //The distance from the ray's origin to the impact point.

Debug.DrawRay (transform.position, transform.forward * hit.distance, Color.blue);


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