using System; using UnityEngine; public class TestCollision : MonoBehaviour { private void OnCollisionEnter(Collision collision) { Debug.Log("Collision Detected with " + collision.gameObject.name); // throw new NotImplementedException(); } private void OnTriggerEnter(Collider collision) { Debug.Log("Trigger Detected with " + collision.gameObject.name); // throw new NotImplementedException(); } void Start() { } void Update() { // Debug.Log($"{Input.mousePosition}"); // Debug.Log($"{Camera.main.ScreenToViewportPoint(Input.mousePosition)}"); // if (Input.GetMouseButtonDown(0)) // { // Vector3 mousePos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.nearClipPlane)); // Vector3 dir = mousePos - Camera.main.transform.position; // dir = dir.normalized; // // Debug.DrawRay(Camera.main.transform.position, dir * 100.0f, Color.blue, 1.0f); // // RaycastHit hit; // if (Physics.Raycast(Camera.main.transform.position, dir, out hit,100.0f)) // { // Debug.Log($"Racast Camera 0 {hit.collider.gameObject.name}"); // } // } if (Input.GetMouseButtonDown(0)) { } } }