Unity Gaming: Shooting/Aiming (part3) – Oculus

Last time on Unity Gaming – Getting a hold of learning how to aim and shoot…lol.

We created a scene where we aimed by getting the orientation of the camera and where we were looking. But then, when we tried using this same technique with the Oculus it didn’t work! Now our heroes are stuck. How will they get around their null reference exception and get their shooting ability working!?!?!

Well I mentioned it before.

“The other [method] draws a line from an object, like a gun, or hand out to a target.”

So let’s continue on!

Vector/Object Raycasting

There is no main camera in the scene. So now we need to implement the second common way of aiming and shooting. Which is from an object. Because we can no longer rely on the camera we can create a ray from an object right in front of our character to an angle created by the mouse that will still aim straight to where we are looking. =)

Create an empty GameObject and call it ShotSpawner (this object will act as the origin of our raycast). Child it to the OVRCameraRig.

Note: Remeber this can work without the oculus as well. So you can do this for shooting a gun. Just put the ShotSpawner on the tip of the gun!


In my scene I have moved the TargetCube to (0, 0, 15) to move it out of the way, but still give me a reference. And instead of drawing a Line in debugging I’m going to get the tag of whatever my raycast hits in debugging.

So let’s write the script that will do this.

In ShotSpawner add a new C# script component and name it OVRShoot. Unlike the other scripts we will be saving the gameobject our ray intersects; so we need a RaycastHit object, and a GameObject.

    RaycastHit hit;
    GameObject hitObject;

The Update method will then look like this:

    void Update()
        if (Physics.Raycast(transform.position, transform.forward, out hit, 10))
            hitObject = hit.collider.gameObject;

So whatever the raycast hits will be stored in the hit parameter of the method if it is true. We can then get the hit’s object, IF it has a collider! So remember if you want to be able to interact with an object it’s top most parent object needs to have a collider we can interact with! (<<– this is super important, and causes a lot of people grief because the raycast will hit a child objects collider instead of the parent’s and then the code breaks. So avoid that grief and remember this tid-bit, TRUST ME! Avoid common mistakes and developing will go a lot more smoothly.)

Before we run the Script now we need to add tags to the cubes in the scene. I’ve added the Enemy tag to them in the Tag drop down in the Inspector.


And there you have it! It’s printing the Enemy Tag! So now you can use these methods in your own code. I’ll eventually show you how to use it in the Infinite Runner because I use a slightly different method there becuase of some assets I use.

Happy Coding


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