i have a problem understanding how to keep a reference to an object that has previously been hit by a raycast .
for example i can have a raycast script put on the camera of my 1rst person controller going from the camera position to the forwad vector * some value
this script is attached to the camera
public class raycast : MonoBehaviour {
float lenthRay = 10.0f;
Vector3 originePos;
Vector3 dir;
RaycastHit hitinfo;
GameObject hitten;
bool isHitting;
Color beforC;
int selectionLayer = 9;
void Update () {
originePos = Camera.main.transform.position;
dir = Camera.main.transform.forward * lenthRay;
Debug.DrawRay(originePos, dir, Color.blue);
if (Physics.Raycast(originePos, dir, out hitinfo, lenthRay , selectionLayer)) {
hitten = hitinfo.transform.gameObject;
MeshRenderer tmp = hitten.transform.GetComponent<MeshRenderer> ();
beforC = tmp.material.color;
tmp.material.color = Color.black;
}
//hitten.transform.GetComponent<MeshRenderer> ().material.color = beforC;
print(hitten.name);
}
}
it is working great , except if i try to access the GameObject Hitten outside my if condition (like the print print(hitten.name)
)
i get this error before hitting an object from the right layer :
NullReferenceException: Object reference not set to an instance of an object
raycast.Update () (at Assets/raycast.cs:30)
then when i hit the object it is ok
but the problem is , i dont understand how i can change back the object color to its original color (beforC)
after turning it to Color.black
when the ray exit the object
this is what i try to do in the commented line , but i just get the same error than with the print , and nothing is turning black .
i have tried this :
originePos = Camera.main.transform.position;
dir = Camera.main.transform.forward * lenthRay;
Debug.DrawRay(originePos, dir, Color.blue);
isHitting = Physics.Raycast (originePos, dir, out hitinfo, lenthRay, selectionLayer);
if (isHitting) {
hitten = hitinfo.transform.gameObject;
MeshRenderer tmp = hitten.transform.GetComponent<MeshRenderer> ();
beforC = tmp.material.color;
tmp.material.color = Color.black;
}
if(!isHitting){
hitten.transform.GetComponent<MeshRenderer> ().material.color = beforC;
print(hitten.name);
}
but it is not working either
can you help me understand the logic i should be using thanks in advance
If your question is how to access the last object hit by your raycast then I suggest creating a global variable where you can store it.
Instead of setting the local variable in your method you can then set the global variable when you raycast. This way you can always access the object until you hit a new one(because this one is now stored in your global variable)
EDIT: In the event that you want to be able to keep track of all the targets that you have ever raycast I suggest making an global array where you store each item, appending them as you hit a new target.