Hey guys,
I’m trying to drag a Line Renderer from a collider to the current mouse position. I’m getting weird results as the end poin does not follow the mouse pointer and is moving in the Y axis which I don’t want it to. Basically I want the mouse X to be the X position and Mouse Y to be the Z position of the end point.
Here’s what the code looks like so far:
var width = 0.06;
var c1 = Color.black;
var c2 = Color.yellow;
var start:Vector3;
var end:Vector3;
var mousePos:Vector3;
function Start () {
var lineRenderer : LineRenderer = gameObject.AddComponent(LineRenderer);
lineRenderer.material = new Material (Shader.Find("Particles/Additive"));
lineRenderer.SetColors(c1,c2);
lineRenderer.useWorldSpace = true;
lineRenderer.SetWidth(width, width);
lineRenderer.SetVertexCount(2);
start = transform.position;
lineRenderer.SetPosition(0, start);
lineRenderer.SetPosition(1, start);
}
function OnMouseDrag(){
mousePos = Vector3(Input.mousePosition.x, Input.mousePosition.y);
start = transform.position;
end = Camera.main.ScreenToWorldPoint(Vector3(Input.mousePosition.x, 0.0, Input.mousePosition.y));
//end = transform.InverseTransformPoint(start);
//end = new Vector3(Input.mousePosition.x, 0.0, Input.mousePosition.y);
var lineRenderer : LineRenderer = GetComponent(LineRenderer);
lineRenderer.SetPosition(0, end);
}
What am I doing wrong?
Cheers!