Why does raycast not hit the mesh Collider?

Why does raycast not hit the mesh Collider?

Doesn’t hit the mesh… If I add a plane into the scene above the mesh, the Ray hit the plane just fine. See the “tree” (red sphere) created at the hit point. If I put a box collider on each hex, the Ray also hits. But I can’t get the Ray to hit the MeshCollider. I tried making it Convex, didn’t work.

Can you block raycasting to a specific object?

The last answer doesn’t take into account that things can actually block the raycast from even reaching your desired object. You must first give the object you want to detect a custom layer.

What happens when you add plane to mesh?

If I add a plane into the scene above the mesh, the Ray hit the plane just fine. See the “tree” (red sphere) created at the hit point. If I put a box collider on each hex, the Ray also hits.

Do You mark answers as accepted in Unity3D?

You must first give the object you want to detect a custom layer. You really shouldn’t mark answers as accepted unless they have actually solved the problem, because questions with answers marked as accepted receive substantially less attention from people who would otherwise potentially be able to solve it for you.

Why does unity raycast not hit boxcollider2d objects?

This runs whenever I click the mouse, but the if (hit.collider != null) condition is never met. I’ve looked around for other solutions, such as Unity – Raycast not hitting to BoxCollider2D objects, but when I change my code to the one used in that answer:

How does gravity work in raycast object Collider?

Gravity is active for the capsule. The capsule’s rigidbody rotation is frozen on all axis and is only ever changed when the player moves the mouse on the X axis, of which a transform.Rotate is performed on the Y axis rotation for looking around.

What happens when raycast fails to find object?

When the player fails to jump I’ve noticed the Physics.Raycast () returns a null reference for an object name of the colliding object the player will jump on.