Problem with picking “gameObject” in ARCore











up vote
0
down vote

favorite
1












Now, I understand that in most cases picking object in ARCore has nothing to do with ARCore itself in terms of Unity but standard approach just does not work for me.



RaycastHit hitObject;
Ray ray = FirstPersonCamera.ScreenPointToRay(hit.Pose.position);

if(Physics.Raycast(ray, out hitObject)) {

if(hitObject.collider != null) {
Debug.Log(hitObject.collider.gameObject.name);
Debug.Log(hitObject.collider.gameObject.tag);

if(hitObject.collider.gameObject.tag == TAG_SCHEME_OBJECT) {
movement = false;
}
}
}


Don't mind the hit.Pose.position I was testing very different elements here. Now the problem is:




  1. When i touch the screen I'm putting an Andy object - perfect


  2. I'm blocking putting the next one using if (currentNumber < objectsAllowed && placeNext) - works great. I can improve the limit (place more Andy`s) when I tap on button. This also works perfect


  3. The funny thing is happening with my collider. So I have my Andy on screen and I'm tapping the screen somewhere else. My Debug.Log shows that I've tapped my Andy. And I don't mean that I have a big finger, I'm tapping like 1m away from him. Where ever I tap on screen my Debug.Log shows that I've tapped my Andy.



What I am doing wrong? This is very simple code from documentation. Why do I always receive info that my ray is colliding with the gameobject if it is not?



UPDATE:



The problems was the simplest as it can be. The collider was too big.










share|improve this question




























    up vote
    0
    down vote

    favorite
    1












    Now, I understand that in most cases picking object in ARCore has nothing to do with ARCore itself in terms of Unity but standard approach just does not work for me.



    RaycastHit hitObject;
    Ray ray = FirstPersonCamera.ScreenPointToRay(hit.Pose.position);

    if(Physics.Raycast(ray, out hitObject)) {

    if(hitObject.collider != null) {
    Debug.Log(hitObject.collider.gameObject.name);
    Debug.Log(hitObject.collider.gameObject.tag);

    if(hitObject.collider.gameObject.tag == TAG_SCHEME_OBJECT) {
    movement = false;
    }
    }
    }


    Don't mind the hit.Pose.position I was testing very different elements here. Now the problem is:




    1. When i touch the screen I'm putting an Andy object - perfect


    2. I'm blocking putting the next one using if (currentNumber < objectsAllowed && placeNext) - works great. I can improve the limit (place more Andy`s) when I tap on button. This also works perfect


    3. The funny thing is happening with my collider. So I have my Andy on screen and I'm tapping the screen somewhere else. My Debug.Log shows that I've tapped my Andy. And I don't mean that I have a big finger, I'm tapping like 1m away from him. Where ever I tap on screen my Debug.Log shows that I've tapped my Andy.



    What I am doing wrong? This is very simple code from documentation. Why do I always receive info that my ray is colliding with the gameobject if it is not?



    UPDATE:



    The problems was the simplest as it can be. The collider was too big.










    share|improve this question


























      up vote
      0
      down vote

      favorite
      1









      up vote
      0
      down vote

      favorite
      1






      1





      Now, I understand that in most cases picking object in ARCore has nothing to do with ARCore itself in terms of Unity but standard approach just does not work for me.



      RaycastHit hitObject;
      Ray ray = FirstPersonCamera.ScreenPointToRay(hit.Pose.position);

      if(Physics.Raycast(ray, out hitObject)) {

      if(hitObject.collider != null) {
      Debug.Log(hitObject.collider.gameObject.name);
      Debug.Log(hitObject.collider.gameObject.tag);

      if(hitObject.collider.gameObject.tag == TAG_SCHEME_OBJECT) {
      movement = false;
      }
      }
      }


      Don't mind the hit.Pose.position I was testing very different elements here. Now the problem is:




      1. When i touch the screen I'm putting an Andy object - perfect


      2. I'm blocking putting the next one using if (currentNumber < objectsAllowed && placeNext) - works great. I can improve the limit (place more Andy`s) when I tap on button. This also works perfect


      3. The funny thing is happening with my collider. So I have my Andy on screen and I'm tapping the screen somewhere else. My Debug.Log shows that I've tapped my Andy. And I don't mean that I have a big finger, I'm tapping like 1m away from him. Where ever I tap on screen my Debug.Log shows that I've tapped my Andy.



      What I am doing wrong? This is very simple code from documentation. Why do I always receive info that my ray is colliding with the gameobject if it is not?



      UPDATE:



      The problems was the simplest as it can be. The collider was too big.










      share|improve this question















      Now, I understand that in most cases picking object in ARCore has nothing to do with ARCore itself in terms of Unity but standard approach just does not work for me.



      RaycastHit hitObject;
      Ray ray = FirstPersonCamera.ScreenPointToRay(hit.Pose.position);

      if(Physics.Raycast(ray, out hitObject)) {

      if(hitObject.collider != null) {
      Debug.Log(hitObject.collider.gameObject.name);
      Debug.Log(hitObject.collider.gameObject.tag);

      if(hitObject.collider.gameObject.tag == TAG_SCHEME_OBJECT) {
      movement = false;
      }
      }
      }


      Don't mind the hit.Pose.position I was testing very different elements here. Now the problem is:




      1. When i touch the screen I'm putting an Andy object - perfect


      2. I'm blocking putting the next one using if (currentNumber < objectsAllowed && placeNext) - works great. I can improve the limit (place more Andy`s) when I tap on button. This also works perfect


      3. The funny thing is happening with my collider. So I have my Andy on screen and I'm tapping the screen somewhere else. My Debug.Log shows that I've tapped my Andy. And I don't mean that I have a big finger, I'm tapping like 1m away from him. Where ever I tap on screen my Debug.Log shows that I've tapped my Andy.



      What I am doing wrong? This is very simple code from documentation. Why do I always receive info that my ray is colliding with the gameobject if it is not?



      UPDATE:



      The problems was the simplest as it can be. The collider was too big.







      android unity3d raycasting arcore collider






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Nov 11 at 17:31









      ARGeo

      5,26952047




      5,26952047










      asked Nov 11 at 11:24









      Fixus

      3,04492761




      3,04492761





























          active

          oldest

          votes











          Your Answer






          StackExchange.ifUsing("editor", function () {
          StackExchange.using("externalEditor", function () {
          StackExchange.using("snippets", function () {
          StackExchange.snippets.init();
          });
          });
          }, "code-snippets");

          StackExchange.ready(function() {
          var channelOptions = {
          tags: "".split(" "),
          id: "1"
          };
          initTagRenderer("".split(" "), "".split(" "), channelOptions);

          StackExchange.using("externalEditor", function() {
          // Have to fire editor after snippets, if snippets enabled
          if (StackExchange.settings.snippets.snippetsEnabled) {
          StackExchange.using("snippets", function() {
          createEditor();
          });
          }
          else {
          createEditor();
          }
          });

          function createEditor() {
          StackExchange.prepareEditor({
          heartbeatType: 'answer',
          convertImagesToLinks: true,
          noModals: true,
          showLowRepImageUploadWarning: true,
          reputationToPostImages: 10,
          bindNavPrevention: true,
          postfix: "",
          imageUploader: {
          brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
          contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
          allowUrls: true
          },
          onDemand: true,
          discardSelector: ".discard-answer"
          ,immediatelyShowMarkdownHelp:true
          });


          }
          });














          draft saved

          draft discarded


















          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53248229%2fproblem-with-picking-gameobject-in-arcore%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown






























          active

          oldest

          votes













          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes
















          draft saved

          draft discarded




















































          Thanks for contributing an answer to Stack Overflow!


          • Please be sure to answer the question. Provide details and share your research!

          But avoid



          • Asking for help, clarification, or responding to other answers.

          • Making statements based on opinion; back them up with references or personal experience.


          To learn more, see our tips on writing great answers.





          Some of your past answers have not been well-received, and you're in danger of being blocked from answering.


          Please pay close attention to the following guidance:


          • Please be sure to answer the question. Provide details and share your research!

          But avoid



          • Asking for help, clarification, or responding to other answers.

          • Making statements based on opinion; back them up with references or personal experience.


          To learn more, see our tips on writing great answers.




          draft saved


          draft discarded














          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53248229%2fproblem-with-picking-gameobject-in-arcore%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown





















































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown

































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown







          Popular posts from this blog

          Xamarin.iOS Cant Deploy on Iphone

          Glorious Revolution

          Dulmage-Mendelsohn matrix decomposition in Python