Problem with picking “gameObject” in ARCore
Now, I understand that in most cases picking object in ARCore has nothing to do with ARCore itself in terms of Unity but standard approach just does not work for me.
RaycastHit hitObject;
Ray ray = FirstPersonCamera.ScreenPointToRay(hit.Pose.position);
if(Physics.Raycast(ray, out hitObject))
if(hitObject.collider != null)
Debug.Log(hitObject.collider.gameObject.name);
Debug.Log(hitObject.collider.gameObject.tag);
if(hitObject.collider.gameObject.tag == TAG_SCHEME_OBJECT)
movement = false;
Don't mind the hit.Pose.position
I was testing very different elements here. Now the problem is:
When i touch the screen I'm putting an Andy object - perfect
I'm blocking putting the next one using
if (currentNumber < objectsAllowed && placeNext)
- works great. I can improve the limit (place more Andy`s) when I tap on button. This also works perfectThe funny thing is happening with my collider. So I have my Andy on screen and I'm tapping the screen somewhere else. My Debug.Log shows that I've tapped my Andy. And I don't mean that I have a big finger, I'm tapping like 1m away from him. Where ever I tap on screen my Debug.Log shows that I've tapped my Andy.
What I am doing wrong? This is very simple code from documentation. Why do I always receive info that my ray is colliding with the gameobject if it is not?
UPDATE:
The problems was the simplest as it can be. The collider was too big.
android unity3d raycasting arcore collider
add a comment |
Now, I understand that in most cases picking object in ARCore has nothing to do with ARCore itself in terms of Unity but standard approach just does not work for me.
RaycastHit hitObject;
Ray ray = FirstPersonCamera.ScreenPointToRay(hit.Pose.position);
if(Physics.Raycast(ray, out hitObject))
if(hitObject.collider != null)
Debug.Log(hitObject.collider.gameObject.name);
Debug.Log(hitObject.collider.gameObject.tag);
if(hitObject.collider.gameObject.tag == TAG_SCHEME_OBJECT)
movement = false;
Don't mind the hit.Pose.position
I was testing very different elements here. Now the problem is:
When i touch the screen I'm putting an Andy object - perfect
I'm blocking putting the next one using
if (currentNumber < objectsAllowed && placeNext)
- works great. I can improve the limit (place more Andy`s) when I tap on button. This also works perfectThe funny thing is happening with my collider. So I have my Andy on screen and I'm tapping the screen somewhere else. My Debug.Log shows that I've tapped my Andy. And I don't mean that I have a big finger, I'm tapping like 1m away from him. Where ever I tap on screen my Debug.Log shows that I've tapped my Andy.
What I am doing wrong? This is very simple code from documentation. Why do I always receive info that my ray is colliding with the gameobject if it is not?
UPDATE:
The problems was the simplest as it can be. The collider was too big.
android unity3d raycasting arcore collider
add a comment |
Now, I understand that in most cases picking object in ARCore has nothing to do with ARCore itself in terms of Unity but standard approach just does not work for me.
RaycastHit hitObject;
Ray ray = FirstPersonCamera.ScreenPointToRay(hit.Pose.position);
if(Physics.Raycast(ray, out hitObject))
if(hitObject.collider != null)
Debug.Log(hitObject.collider.gameObject.name);
Debug.Log(hitObject.collider.gameObject.tag);
if(hitObject.collider.gameObject.tag == TAG_SCHEME_OBJECT)
movement = false;
Don't mind the hit.Pose.position
I was testing very different elements here. Now the problem is:
When i touch the screen I'm putting an Andy object - perfect
I'm blocking putting the next one using
if (currentNumber < objectsAllowed && placeNext)
- works great. I can improve the limit (place more Andy`s) when I tap on button. This also works perfectThe funny thing is happening with my collider. So I have my Andy on screen and I'm tapping the screen somewhere else. My Debug.Log shows that I've tapped my Andy. And I don't mean that I have a big finger, I'm tapping like 1m away from him. Where ever I tap on screen my Debug.Log shows that I've tapped my Andy.
What I am doing wrong? This is very simple code from documentation. Why do I always receive info that my ray is colliding with the gameobject if it is not?
UPDATE:
The problems was the simplest as it can be. The collider was too big.
android unity3d raycasting arcore collider
Now, I understand that in most cases picking object in ARCore has nothing to do with ARCore itself in terms of Unity but standard approach just does not work for me.
RaycastHit hitObject;
Ray ray = FirstPersonCamera.ScreenPointToRay(hit.Pose.position);
if(Physics.Raycast(ray, out hitObject))
if(hitObject.collider != null)
Debug.Log(hitObject.collider.gameObject.name);
Debug.Log(hitObject.collider.gameObject.tag);
if(hitObject.collider.gameObject.tag == TAG_SCHEME_OBJECT)
movement = false;
Don't mind the hit.Pose.position
I was testing very different elements here. Now the problem is:
When i touch the screen I'm putting an Andy object - perfect
I'm blocking putting the next one using
if (currentNumber < objectsAllowed && placeNext)
- works great. I can improve the limit (place more Andy`s) when I tap on button. This also works perfectThe funny thing is happening with my collider. So I have my Andy on screen and I'm tapping the screen somewhere else. My Debug.Log shows that I've tapped my Andy. And I don't mean that I have a big finger, I'm tapping like 1m away from him. Where ever I tap on screen my Debug.Log shows that I've tapped my Andy.
What I am doing wrong? This is very simple code from documentation. Why do I always receive info that my ray is colliding with the gameobject if it is not?
UPDATE:
The problems was the simplest as it can be. The collider was too big.
android unity3d raycasting arcore collider
android unity3d raycasting arcore collider
edited Nov 11 at 17:31
ARGeo
4,57852147
4,57852147
asked Nov 11 at 11:24
Fixus
3,04992761
3,04992761
add a comment |
add a comment |
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