//////////////////////////////////////////////////////////////////////// private void CheckSelection() { // Send a ray and find if anything is being selected. Ray ray = UnityUtilities.GenerateCameraRay(); if (Physics.Raycast(ray.origin, ray.direction, out this.hitGaze)) { #if DEBUG2 Debug.Log("Interaction Manager: Gaze hit gameObject: " + this.hit.transform.gameObject.name); #endif this.flagHitGaze = true; } else { this.flagHitGaze = false; // If nothing hit - reset history. } ray = UnityUtilities.GenerateSelectionRay(); if (Physics.Raycast(ray.origin, ray.direction, out this.hitSelect)) { #if DEBUG2 Debug.Log("Interaction Manager: Selection hit gameObject: " + this.hit.transform.gameObject.name); #endif this.flagHitSelect = true; } else { this.flagHitSelect = false; // If nothing hit - reset history. } }
private Vector3 CurrentProjectedPlanePoint(out bool _flagHit) { Ray cameraMouseRay = UnityUtilities.GenerateSelectionRay(); //Camera.main.ScreenPointToRay(Input.mousePosition); // NB! Isn't it the same as mouse Ray if (this.activeMovable.orientationPlane.Raycast(cameraMouseRay, out float rayDistance)) { _flagHit = true; return(cameraMouseRay.GetPoint(rayDistance)); } _flagHit = false; return(Vector3.zero); }