Raycaster (LogiX node)
The Raycaster node generates a raycast with the input properties which is updated every frame update. Details about the current hit target collider (if there is one) are available from the outputs.
Origin defines the point from which the ray is cast. This value is treated as being relative to the local coordinate space of the input
Root slot. Default is [0;0;0].
Direction defines the direction vector along which the ray is cast. This value is treated as being relative to the local coordinate space of the input
Root slot. This input requires an value to be set as the default is [0;0;0].
MaxDistance controls the maximum length of the raycast. The actual length of the raycast is affected by both this input and the global scale of the input
Root slot. Default value is very large (~3.4×1038), so setting this is recommended.
HitTriggers determines whether collider components with the collider
Type field set as Trigger or
HapticTrigger are considered valid hit targets. Default is false.
UsersOnly determines whether colliders which do not have an active user are considered valid hit targets. Defaults to false, in which case all colliders are considered valid hit targets (depending on other factors). However, if set to true, only colliders with an active user (i.e. are parented under a user's slot hierarchy) are considered valid hit targets.
Root input defines the slot relative to whose local coordinate space the
MaxDistance are calcluated.
HasHit input outputs whether the raycast has a valid hit target currently.
HitCollider output provides the first valid target collider hit along the path of the raycast. Default is null.
HitDistance output provides the global distance between the raycast origin and the
HitPoint. Default is 0.
HitPoint output provides the global coordinates of the point where raycast first intersects with the
HitCollider. Default is [0;0;0].
HitNormal output provides the normal vector for the intersection of the raycast and the
HitTriangleIndex outputs the index of the mesh triangle which was hit in the case that the
HitCollider is a MeshCollider (Component).
Colliders will generally be valid hit targets for raycasts unless their
Type enum field is set to
HapticSampler, though see details for the
HitTriggers input. Colliders will not be valid targets if the
IgnoreRaycasts bool is set to true on the collider component.