If you cast multiple rays of infinite length then your game performance is going to suffer. But, one thing to be kept in mind while using Raycast is the effect on performance. Mostly it is used to find objects in a particular direction or for shooting. Unity Raycast can be used for many purposes in gaming. The object hit will be available in Raycasthit. Any gameobject without colliders will not trigger a hit. Raycast requires colliders in order to interact with the gameobjects. You can also ignore layers during ray casting. You can specify from where to where you want the ray to be cast or you can also cast a ray for an infinite distance in a particular direction. In Unity, Raycast uses mathematical variables like position, range etc. ![]() ![]() It’s simply like a laser beam in the gaming world. Raycast as the name suggests is to cast a ray from one position to another. Syntax of a Physics.Raycast Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, Mathf.Infinity, layerMask) What is Raycast in Unity? I’ll explain using Mono Develop as an example but most C# editors are very similar so as long as you have Unity and the script error setup correctly this will work across all script editors.14 Common Reasons why your Raycast is not working How to use the Mono Develop debugger with breakpoints to debug a line of code With this debugging we should be able to see in the console which variable is causing the vector3 to be zero, in this example it would be caused by the targetVelocity being zero and we can choose to either not update the rotation while that is zero or restructure our code in a different way depending on the situation. The vector3 parameter we were giving Quaternion.LookRotation(.) has been stored in a Vector3 value instead so a comparison to Vector3.zero can be ran, this will mean our Debug.Log(.) calls will only happen in instances where the look rotation viewing vector would be zero. Transform.rotation = Quaternion.LookRotation(targetLookRotation) ĭebug.Log("targetPosition = " + targetPosition) ĭebug.Log("targetVelocity = " + targetVelocity) ĭebug.Log("targetLookRotation = " + targetLookRotation) Vector3 targetLookRotation = (targetPosition + targetVelocity) - targetPosition ![]() Still using the function example used above here’s how you can prepare your function for debugging with debug logs: void LookTargetMovementDirection(Vector3 targetPosition, Vector3 targetVelocity) (However this method may be difficult if the look rotation viewing vector isn’t always zero) How to add debug logging to the vector3 values Next you can either add some Debug.Log(.) calls to log the value of the Vector3 being assigned to Quaternion.LookRotation(.) or you can use the debugger built into your script editor with a breakpoint on the line of the error, allowing you to inspect the values at runtime. How to fix the look rotation viewing vector being zeroįirst you need to find the line of code which is causing the error, you can find this by double clicking the error in the console and you should be taken to the line of code in the script. If the value of targetVelocity became Vector3.zero the look rotation viewing vector would become zero as ((targetPosition + Vector3.zero) – targetPosition) is just Vector3.zero. Transform.rotation = Quaternion.LookRotation((targetPosition + targetVelocity) - targetPosition) Look rotation viewing vector is zero is an error in unity caused by trying to give Quaternion.LookRotation(.) a vector3 value which is zero length (Vector3.zero / Vector3(0f, 0f, 0f)).įor example this function which sets the rotation of an objects own transform to look in the direction of a moving target object: void LookTargetMovementDirection (Vector3 targetPosition, Vector3 targetVelocity) What causes the ‘Look rotation viewing vector is zero’ error?
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |