#how do i make a cube raycast to a trigger
47 messages · Page 1 of 1 (latest)
Can’t send a picture sorry
But use Get Position on the trigger handle
And use Rec Room Object Get First With Tag to get the cube(use whatever tag you used on the cube) then use Get Position on the cube
Then wire both positions into a Subtract
Order matters though, make sure the trigger handles position goes first
Yes
Why do you see through...
But raycast are invisible
If you want a ray use "rangefinder"
Why are all your ports blue
damn what my message never went through!
No these methods are all bad @vale saffron @vale saffron @twin notch
it was such a good method
It did he just made 2 threads lol
Alright lemme retype this real quick, I sent it on school wifi lol
oh lol
Have 2 objects
- Laser Pointer
- Cube
Tag the cube with LaserCube and lc0 (0 is index)
Tag the laser pointer with LaserPointer and lp0 (attached cube index)For each laser emitter:
If the laser is enabled,
Then, Start a custom while loop with 3 variables, Current Position, Current Direction, Hit Object
When the loop is started, set Current Position and Current direction to laser emitter position/direction
On loop, cast a ray in the direction of current position, in the direction of current direction with a length of infinity
Check if the raycast hits an object with Is Valid and that it has the tag LaserCube
If both are true, enable the laser cubes laser via the laser cubes index
If any are false, stop the loop
You can also check if the object it hits has the tag LaserCatcher in order to activate something
Basically, this way the laser will continue indefinitely until it reaches the end
Exactly like the portal 2 laser
I do now see an issue with this of, how to detect if nothing is hitting it, if it disconnects
hmm...
I think this would be a forward/backward thing
For each cube hit, tell the cube the inverse of direction and hit position and distance
Now, cast backwards, if it doesnt hit anything emitting a laser, turn off laser
You could also probably solve this with a string/list
Basically say the list is 0,1,2,3,4,5, which means it hits 5 cubes
If 2 stops hitting 3, remove everything after 3
@vague fable i just said use a range finder for the laser how is my method bad what 💀
laser pointer
What's that
rangefinder v2
I just realised how expensive that would be
Mb
because they dont have collision by default, or at all
meaning you need to make custom collision for them
for each cube.
this method requires 3 loops holy shit
- Activation While Loop
- For Each laser disable if not being hit loop
- Laser collision distance loop
I mean Laser Pointer, it doesnt have collision, you need to set its distance to a raycast
I know putting physical objects inside animation gizmo gives you portal style cube physics
Just make sure if players pick up cubes with their gun and not their hand, you avoid prop-fly
create them, search Variable
or, if its an event, configure the event definition
3 types
Vector3 to record position of last loop
Vector3 to record direction of last loop
Rec Room Object to record the object hit
When you execute it, it stores the input value