Reticle distance
Hi
I currently have a small sphere as a select reticle.
I currently use the ray cast to find a hit, position the reticle there and scale up so that the reticle moves and scales according to what is being looked at.
This in general works well......except it only works on colliders. This is a real problem when there are colliders that dont match the geo 100% or on sprites. It can easily make you go cross eyed when the reticle shoots thru an object that has no colidor (grass, an LOD etc)...or if it hits a collidor that is bigger than the geo its approximating. You end up focusing on something closer or further away than you should.
Is there a way to instead of the ray hitting the collider it hits a textured pixel? So things like the coloured portion of a grass sprite, or geo that doesnt match the collider become the hit point.
How are other people doing this? If you dont use the hit and scale approach and leave the reticle at a close distance you go cross eyed right?
Cheers
-P
I currently have a small sphere as a select reticle.
I currently use the ray cast to find a hit, position the reticle there and scale up so that the reticle moves and scales according to what is being looked at.
This in general works well......except it only works on colliders. This is a real problem when there are colliders that dont match the geo 100% or on sprites. It can easily make you go cross eyed when the reticle shoots thru an object that has no colidor (grass, an LOD etc)...or if it hits a collidor that is bigger than the geo its approximating. You end up focusing on something closer or further away than you should.
Is there a way to instead of the ray hitting the collider it hits a textured pixel? So things like the coloured portion of a grass sprite, or geo that doesnt match the collider become the hit point.
How are other people doing this? If you dont use the hit and scale approach and leave the reticle at a close distance you go cross eyed right?
Cheers
-P
