Version: 5.4 beta (switch to 5.3)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

RaycastHit.normal

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public var normal: Vector3;
public Vector3 normal;

Description

The normal of the surface the ray hit.

	// Calculate the reflection of a "laser beam" off a clicked object.
	
	// The object from which the beam is fired. The incoming beam will
	// not be visible if the camera is used for this!
	var gunObj: Transform;
	
	
	function Update () {
		if (Input.GetMouseButton(0)) {
			var hit: RaycastHit;
			var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
			
			if (Physics.Raycast(ray, hit)) {
				// Find the line from the gun to the point that was clicked.
				var incomingVec = hit.point - gunObj.position;
				
				// Use the point's normal to calculate the reflection vector.
				var reflectVec = Vector3.Reflect(incomingVec, hit.normal);
				
				// Draw lines to show the incoming "beam" and the reflection.
				Debug.DrawLine(gunObj.position, hit.point, Color.red);
				Debug.DrawRay(hit.point, reflectVec, Color.green);
			}
		}
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform gunObj; void Update() { if (Input.GetMouseButton(0)) { RaycastHit hit; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { Vector3 incomingVec = hit.point - gunObj.position; Vector3 reflectVec = Vector3.Reflect(incomingVec, hit.normal); Debug.DrawLine(gunObj.position, hit.point, Color.red); Debug.DrawRay(hit.point, reflectVec, Color.green); } } } }