Unity raycast ground check

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Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Joined: Feb 17, Posts: 5. Hey, folks. I've pored over documentation but I cannot seem to figure out why this code will not let me jump if grounded: Code CSharp :. GetKeyDown KeyCode. Space Input. Raycast playerBox. Joined: Jul 7, Posts: 5, This isn't a game design question, so I hope it gets moved to an appropriate place.

However it's pretty obvious you're never grounded raycast evaluates to false and so you can't jump. Why that happens, you need figure out yourself, since it depends on a lot of things that nobody can see over the internet.

BillyFeb 17, Kamodo13 likes this.Thank you for helping us improve the quality of Unity Documentation.

Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. For some reason your suggested change could not be submitted. And thank you for taking the time to help us improve the quality of Unity Documentation. Casts a ray, from point originin direction directionof length maxDistanceagainst all colliders in the Scene. You may optionally provide a LayerMaskto filter out any Colliders you aren't interested in generating collisions with.

Specifying queryTriggerInteraction allows you to control whether or not Trigger colliders generate a hit, or whether to use the global Physics. This example creates a simple Raycast, projecting forwards from the position of the object's current position, extending for 10 units. Note: Raycasts will not detect Colliders for which the Raycast origin is inside the Collider.

This example re-introduces the maxDistance parameter to limit how far ahead to cast the Ray:. Same as above using ray. Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker. Version: Language English. Scripting API. Suggest a change. Submission failed For some reason your suggested change could not be submitted.

UseGlobal. Parameters origin The starting point of the ray in world coordinates. Returns bool True if the ray intersects with a Collider, otherwise false. Description Casts a ray, from point originin direction directionof length maxDistanceagainst all colliders in the Scene.

Unity 2D: Checking if a Character or Object is on the Ground using Raycasts

Raycast transform.I have troubles with checking for ground in my 2. Here's script I use for player's movement. Another thing is that I'm using rigid body for movement and spherical collision shape player character is and will be cube as this is minimalistic gameso player can climb on smaller platforms. Theoretically it should work as ray is shown passing directly through platform another cuboid, I'm talking about ray drawn by Debug. DrawRaybut it doesn't.

Raycast only checks for a collision between this specified collider, so you are only raycasting against the collider attached to the player game object. You want to use Physics. Raycast instead. Side note: you don't need to create a new RaycastHit as you do on line Your answer because of being more technical and thoroughful was promoted to best answer.

Works great though will need to cast extra rays, because when player character is little off platform, but still stand on it it returns false.

unity raycast ground check

Nothing I can manage though. If you read the documentation, you will realise, that calling this. Raycast does a ray-mesh intersection test, only with that collision mesh. What you want to do is call Physics.

Raycast instead, which does a ray-mesh intersection test with every collider in the scene. If I zoom in the collision between my character collider a box collider and my platform collider also a box collider they look like if they where intersecting a little. If this is the problem how can I make my colliders not to intersect? You need to cast multiple rays, from corners of bottom side and middle of edges of bottom side too and check those also.

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How to check if your player is grounded - [ Unity Tutorial ]

Answers Answers and Comments. Can't find a clone object with RayCast? Raycasting ignoring small sized object 1 Answer. Instantiate an object at hit position without it intersecting anything 1 Answer. Raycasting with Rotation of Camera 0 Answers. Raycast function doesn't work. Login Create account. Ask a question. Here's script I use for player's movement using UnityEngine; using System. DrawRay bottom. Add comment. Best Answer. Hope this helps, Benproductions1. Put it as new question You need to cast multiple rays, from corners of bottom side and middle of edges of bottom side too and check those also.

Your answer.For instance, your player may only be able to jump, attack, or interact while they are on the ground. A common way to check this is to use a Raycastwhich essentially allows you to detect if any physics bodies exist within an invisible line - the Raycast itself being that line.

For the purposes of this post, ground refers to GameObjects that are on the Ground layer and have a Collider attached to them.

Best ways to check isGrounded

Now in the Unity editor, select your player and set the Ground Layer property like so:. Again, this post assumes you have a Ground Layer setup and all your ground objects are on this Layer.

unity raycast ground check

Adjust to suit your needs as necessary. With the LayerMask ready to go, we can now write our logic to determine if the player is on the ground. We limit the Raycast to the groundLayer so that only Ground objects are detected, preventing us from colliding with our own physics body or that of anything else beneath us. Once the Raycast is complete, we check if there were any collisions using hit.

If the collider is not null, that means there was an object found and we are on the ground. For instance, you could check if the player is on the ground before allowing them to jump:. A useful trick for debugging Raycast checks if to use the DrawRay function of Debug. This allows you to visualize the Raycasts by drawing them out on the scene editor in Unity - not in the actual game itself. To add DrawRay to the IsGrounded function above, you would do something like the following:.

Blog Contact. In the player script, add the following: public LayerMask groundLayer; Now in the Unity editor, select your player and set the Ground Layer property like so:. Let me know if this post was helpful on Twitter kylewbanks or down below, and follow me to keep up with future posts!You hold down a button and a raycasted texture on the ground infront of you will appear, going further and further away from you until you let go, where your character will jump up in the air and land on that raycast.

For now, all I would want to achieve is the raycast, and getting the position the raycast is pointing at. Does anyone have any experience in anything like this, or any ideas?

Thanks in advance. To do this, I suggest that you use a variable, say "distance" that starts from 2 for example. When you press AND HOLD the jump key, the "distance" will increase and every frame a ray is drawn downwards from a position that is "distance" away from the player.

The point where the ray hits the ground will be the point where you have to instantiate the texture remember to delete the one from the previous frame. I didn't want to bother you more, but it seems you are really active on answers today haha! I thought a lot about this for days, the problem I'm having, is that I cannot imagine it. I can imagine a variable, which is atually the TakeOffCharge from last thread, that goes up to 5 with deltatime, but I cant imagine how I can make something in the 3d world read the distance and increase according to it.

I will try and make a script first, then I'll get back to this post on it. Most likely I will fail, hard and miserably. Raycasting gives me a headache ;D. Is it possible, to create a raycast 2 meters away from the character, that points down on the y axis, which will instantiate a texture? I did distance between two objects, but here I'm talking with only one object, the character? I got it to work,my next is to move the player to the position, by flying up in the air and half way there crashing down on the destination, whilst he is unable to move w,a,s,d.

Do you have any advice on this? Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide. Make sure to check out our Knowledge Base for commonly asked Unity questions. Answers Answers and Comments.

Problem with raycast 2 Answers. Raycast is returning false 1 Answer. Simulating Bullet Gravity using Raycasting 1 Answer. Login Create account.I am currently checking if I am on ground with a short raycast from the transform. This works fine on even surfaces and even while going up slopes.

But it doesn't work at all when you try to go down a slope. The character constantly goes midair when I try to go down a slope. How can I solve this issue. This is the code that is being used currently:. I use this script. Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide. Make sure to check out our Knowledge Base for commonly asked Unity questions.

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unity raycast ground check

Gravity makes player slide on any slope!!! Check if rigidbody Isgrounded not working 0 Answers. Picking up rigidbody objects 2 Answers.

Login Create account. Ask a question. Raycast transform. Add comment. Use a BoxCast and set its size to your collider size. Your answer. Hint: You can notify a user about this post by typing username. Welcome to Unity Answers The best place to ask and answer questions about development with Unity.

If you are a moderator, see our Moderator Guidelines page. We are making improvements to UA, see the list of changes.Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. For some reason your suggested change could not be submitted.

And thank you for taking the time to help us improve the quality of Unity Documentation. In the case of a ray, the distance represents the magnitude of the vector from the ray's origin to the impact point. In the case of a swept volume or sphere cast, the distance represents the magnitude of the vector from the origin point to the translated point at which the volume contacts the other collider. Note that RaycastHit. See Also: Physics.

unity raycast ground check

RaycastPhysics. LinecastPhysics. Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker. Version: Language English. Scripting API. Suggest a change. Submission failed For some reason your suggested change could not be submitted. Description The distance from the ray's origin to the impact point. AddForce Input. AddTorque Input. Publication Date:


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