Javascript Raycast Spawn

Hey, I’m fairly new with Unity, and I have some experience in C#. But basically I am making a game where you spawn blocks that float on water (using the floater script). That is working fine, but what I don’t know how to do Is spawn my floating cube prefab where I click (I know it involves using raycast, but I don’t know how to go about it. I’m using the FPS walker script that comes with the basic assets.

Also, how would I implement some buoyancy to the basic FPS walker script? I can do it to objects, but not to the actual player. Thanks heaps in advance

		if (Input.GetMouseButton(0)) 
		{
			var ray: Ray = mapCamera.ScreenPointToRay(Input.mousePosition);
			var hit: RaycastHit;
		
			if (Physics.Raycast(ray, hit)) 
			{
				if (hit.transform == target1)  //target i defined as a transform variable but you could just put object here
				{
					GameObject.Find("Cube").transform.position = hit.point;
				} 
			}
		}

I just did this. Hope it helps.

note mapCamera would probably be mainCamera for you.

Thanks, so would I attatch that to what? The end of the fps walker script? or just as a script on its own as a component of the camera?

Put it where it makes logical sence.

I have a blank game object i rename code and attach stuff to that I don’t have anywhere else to attach it.

Hey, I finally got it working without errors, with this code ( a little modified to work with the dragridgidbody script that’s in the standard assets).I put it just before the end and nothing happens. I don’t know what to do. The aboveWater thing is the water plane my water material is applied to.

var spring = 50.0;
var damper = 5.0;
var drag = 10.0;
var angularDrag = 5.0;
var distance = 0.2;
var attachToCenterOfMass = false;

private var springJoint : SpringJoint;

function Update ()
	{

	// Make sure the user pressed the mouse down
	if (!Input.GetMouseButtonDown (0))
		return;

	var mainCamera = FindCamera();
		
	// We need to actually hit an object
	var hit : RaycastHit;
	if (!Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition),  hit, 100))
		return;
	// We need to hit a rigidbody that is not kinematic
	if (!hit.rigidbody || hit.rigidbody.isKinematic)
		return;
	
	if (!springJoint)
	{
		var go = new GameObject("Rigidbody dragger");
		body = go.AddComponent ("Rigidbody");
		springJoint = go.AddComponent ("SpringJoint");
		body.isKinematic = true;
	}
	
	springJoint.transform.position = hit.point;
	if (attachToCenterOfMass)
	{
		var anchor = transform.TransformDirection(hit.rigidbody.centerOfMass) + hit.rigidbody.transform.position;
		anchor = springJoint.transform.InverseTransformPoint(anchor);
		springJoint.anchor = anchor;
	}
	else
	{
		springJoint.anchor = Vector3.zero;
	}
	
	springJoint.spring = spring;
	springJoint.damper = damper;
	springJoint.maxDistance = distance;
	springJoint.connectedBody = hit.rigidbody;
	
	StartCoroutine ("DragObject", hit.distance);
}

function DragObject (distance : float)
{
	var oldDrag = springJoint.connectedBody.drag;
	var oldAngularDrag = springJoint.connectedBody.angularDrag;
	springJoint.connectedBody.drag = drag;
	springJoint.connectedBody.angularDrag = angularDrag;
	var mainCamera = FindCamera();
	while (Input.GetMouseButton (0))
	{
		var ray = mainCamera.ScreenPointToRay (Input.mousePosition);
		springJoint.transform.position = ray.GetPoint(distance);
		yield;
	}
	if (springJoint.connectedBody)
	{
		springJoint.connectedBody.drag = oldDrag;
		springJoint.connectedBody.angularDrag = oldAngularDrag;
		springJoint.connectedBody = null;
	}
}

			if (Input.GetMouseButton(0)) 
		{	var mainCamera = FindCamera();
			var ray: Ray = mainCamera.ScreenPointToRay(Input.mousePosition);
			var hit: RaycastHit;
			

		
			if (Physics.Raycast(ray, hit)) 
			{	
				if (hit.transform == GameObject.Find("spawnCube") ) //target i defined as a transform variable but you could just put object here
				{
					GameObject.Find("Abovewater").transform.position = hit.point;
				} 
			}
		}
function FindCamera ()
{
	if (camera)
		return camera;
	else
		return Camera.main;
}

bump Sorry, I really need help.

bump. Please? Anyone? haha