unity3d – Unity 3D fps view – objects placing at center point
I’ve searched around and can’t seem to find a write up on the calculations I might need for placing an object onto another one without them placing halfway inside of eachother.
private void MovePlaceableObject()
{
Ray ray = new Ray(Camera.main.transform.position, Camera.main.transform.forward);
Debug.DrawRay(ray.origin, ray.direction * 20f);
RaycastHit hit;
if(Physics.Raycast(ray, out hit, 15f))
{
Vector3 newPosition = hit.point;
currentPlaceableObject.transform.position = newPosition; //move object to where we have the mouse
currentPlaceableObject.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal); //rotation equal to the current rotation of our hitinfo, then up
}
}
private void HandeNewObjectHotkey()
{
if (Input.GetKeyDown(newObjectHotkey))
{
if(currentPlaceableObject == null)
{
currentPlaceableObject = Instantiate(placeableObjectPrefab);
//currentPlaceableObject.GetComponent<BoxCollider>().enabled = false;
}
else
{
Destroy(currentPlaceableObject); //pressing the button again will destroy current object
}
}
}
I’ve tried storing the object I’m looking at’s size to floats for x,y,z and a vector3 for it’s position, and tried fiddling around with adding those to the newPosition with the hit.point to no avail.
I’ve wracked my brains for about a day now, i’m terrible at math, however I know that you must need to get the current object your looking ats position or size, then factor that into your placement right?
Read more here: Source link