I’m using the following code to hide objects between the camera and my player:
private void Update() {
Debug.DrawRay(this.transform.position, (this._target.transform.position - this.transform.position), Color.magenta);
RaycastHit[] hits = Physics.RaycastAll(this.transform.position, (this._target.transform.position - this.transform.position), Vector3.Distance(this.transform.position, this._target.transform.position));
foreach (RaycastHit hit in hits) {
Renderer r = hit.collider.renderer;
if (r) {
r.enabled = false;
}
}
}
It works just fine for hiding the objects. But what approach should I take to show these objects again when they’re no longer between the player and the camera?
Sometimes the negative side of things is harder than the positive. One way is to reenable the previously disabled renderers from the previous frame.
Move ‘hits’ outside of the Update() to the top of the class:
private RaycastHit[] hits = null;
Then at the top of Update():
if (hits != null) {
foreach (RaycastHit hit in hits) {
Renderer r = hit.collider.renderer;
if (r) {
r.enabled = true;
}
}
Drop on camera
make object you wish to hide with tag of “hideObejct”
enjoy
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HideObjects : MonoBehaviour {
public class HiddenOb
{
public HiddenOb(int TicksToShow, Renderer renderer, Material mat)
{
this.TicksToShow = TicksToShow;
this.renderer = renderer;
oldMat = this.renderer.material;
this.renderer.material = mat;
}
private int TicksToShow;
public Renderer renderer;
private Material oldMat;
public void ResetTicks(int value)
{
TicksToShow = value;
}
public bool AddTick()
{
TicksToShow -= 1;
if(TicksToShow <= 0)
{
renderer.material = oldMat;
return true;
}
return false;
}
}
public Material Fade;
public Material Opaque;
public Transform target;
Camera cam;
Vector3[] ClipPoints;
public void Start()
{
StartCoroutine(ShowObjects());
cam = GetComponent<Camera>();
}
[Range(2, 3)]
public float vl = 2.24f;
public float ds = 0f;
void UpdateClipPoints(Quaternion rot, Vector3 pos)
{
ClipPoints = new Vector3[5];
float z = cam.nearClipPlane;
float x = Mathf.Tan(cam.fieldOfView / vl) * z;
float y = x / cam.aspect;
ClipPoints[0] = (rot * new Vector3(-x, y, z)) + pos;
ClipPoints[1] = (rot * new Vector3(x, y, z)) + pos;
ClipPoints[2] = (rot * new Vector3(-x, -y, z)) + pos;
ClipPoints[3] = (rot * new Vector3(x, -y, z)) + pos;
ClipPoints[4] = pos - transform.forward;
ds = Vector3.Distance(ClipPoints[4], target.position + offset);
}
public Dictionary<Collider, HiddenOb> Hidden = new Dictionary<Collider, HiddenOb>();
public Vector3 offset = Vector3.up;
void Update()
{
UpdateClipPoints(transform.rotation, transform.position);
foreach(Vector3 v3 in ClipPoints)
{
RaycastHit[] hits;
Vector3 p = target.position + offset;
hits = Physics.RaycastAll(p, v3 - p, ds);
foreach (var hit in hits)
{
if (hit.collider.tag == "HideObject")
{
HiddenOb current;
if (Hidden.TryGetValue(hit.collider, out current))
{
current.ResetTicks(10);
}
else
{
current = new HiddenOb(10, hit.collider.GetComponent<Renderer>(), Fade);
Hidden.Add(hit.collider, current);
}
}
}
Debug.DrawRay(p, (v3 - p).normalized * ds, Color.white);
}
Debug.Log(Hidden.Count);
}
List<Collider> Remove = new List<Collider>();
IEnumerator ShowObjects()
{
while(true)
{
yield return new WaitForSeconds(0.10f);
foreach (var item in Hidden.Keys)
{
if (Hidden[item].AddTick())
Remove.Add(item);
}
lock (Hidden)
{
foreach (var item in Remove)
{
Hidden.Remove(item);
}
}
Remove = new List<Collider>();
}
}
}