Version: 2017.4
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RaycastHit.normal

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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); } } } }