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I’ve a query concerning Unity VR and Interplay Toolkit.
After I level at a UI canvas factor, the raycast turns from crimson to white (indicating that it’s a legitimate goal). Nonetheless, once I create a airplane or terrain, assign a customized layer to it and embody the customized layer within the Raycast Masks, the raycast will stay crimson upon pointing on the airplane/terrain (indicating an invalid goal).
I do not know how one can repair this downside. Any ideas?
EDIT FOR MORE INFORMATION:
I created an empty airplane which the person ought to be capable to teleport on. I assigned the customized layer “take a look at” to it. I’ve the XR Interplay Toolkit put in. For the correct and lefthand controller I added the layer “take a look at” to the Raycast masks (The Layer UI is included there as nicely, I’ve no points with the UI canvas nevertheless). After I level on the airplane I can teleport efficiently, the raycast stays crimson nevertheless, which shouldnt be the case, for the reason that layer “take a look at” is within the Raycast masks.
The difficulty stays, even once I deactivate my teleportation script!!!! So at any time when I level on the airplane with the customized layer, the road stays crimson.
Teleportation:
if (rayInteractor.TryGetCurrent3DRaycastHit(out RaycastHit hit))
{
if (((currentTeleportationLayer.worth & (1 << hit.collider.gameObject.layer)) > 0 ||
(middleTeleportationLayer.worth & (1 << hit.collider.gameObject.layer)) > 0) /* &&
allowedToMove*/)
{
PerformTeleportation(hit.level);
}
}
rayInteractor.enabled = false;
```
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