void Update() { HelperPhysics.Hit hit; Vector3 point1, point2; float range = 0.3f; trans[0].RotateAround(Vector3.zero, Vector3.one, range); trans[1].RotateAround(Vector3.zero, -Vector3.one, range); trans[2].RotateAround(Vector3.zero, Vector3.one, range); trans[3].RotateAround(Vector3.zero, -Vector3.one, range); if (HelperPhysics.IntersectLineToLine(trans[0].position, trans[1].position, trans[2].position, trans[3].position, out hit, out point1, out point2)) { point.gameObject.SetActive(true); point.position = hit.point; } else { point.gameObject.SetActive(false); } if (!float.IsNaN(Vector3.Dot(point1, point2))) { dot[0].gameObject.SetActive(true); dot[1].gameObject.SetActive(true); dot[0].position = point1; dot[1].position = point2; } else { dot[0].gameObject.SetActive(false); dot[1].gameObject.SetActive(false); } }