Hide trees when hiding the player











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I have created a 3D game in unity with terrain and some models, where the player can go anywhere he wants and the camera follows him.



my problem is when the user is behind a tree, how do I make the tree transparent?



I have already done it to the other models with Ray casting but the trees are part of the terrain and therefore I get the terrain material and not the specific tree.



any ideas?



thanks in advance










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  • 1




    I think you identified your fix already: the trees are part of the terrain. That worked for you before but now you need them to be separate.
    – Lews Therin
    Nov 19 at 18:30












  • yeah but my terrain is big, so placing trees manually is not really an option… is there another solution?
    – user9977758
    Nov 19 at 18:35










  • Probably overkill but could you give the player's shader another pass that renders on top of everything (except for UI elements perhaps) slightly transparently?
    – Ruzihm
    Nov 19 at 18:38

















up vote
0
down vote

favorite












I have created a 3D game in unity with terrain and some models, where the player can go anywhere he wants and the camera follows him.



my problem is when the user is behind a tree, how do I make the tree transparent?



I have already done it to the other models with Ray casting but the trees are part of the terrain and therefore I get the terrain material and not the specific tree.



any ideas?



thanks in advance










share|improve this question




















  • 1




    I think you identified your fix already: the trees are part of the terrain. That worked for you before but now you need them to be separate.
    – Lews Therin
    Nov 19 at 18:30












  • yeah but my terrain is big, so placing trees manually is not really an option… is there another solution?
    – user9977758
    Nov 19 at 18:35










  • Probably overkill but could you give the player's shader another pass that renders on top of everything (except for UI elements perhaps) slightly transparently?
    – Ruzihm
    Nov 19 at 18:38















up vote
0
down vote

favorite









up vote
0
down vote

favorite











I have created a 3D game in unity with terrain and some models, where the player can go anywhere he wants and the camera follows him.



my problem is when the user is behind a tree, how do I make the tree transparent?



I have already done it to the other models with Ray casting but the trees are part of the terrain and therefore I get the terrain material and not the specific tree.



any ideas?



thanks in advance










share|improve this question















I have created a 3D game in unity with terrain and some models, where the player can go anywhere he wants and the camera follows him.



my problem is when the user is behind a tree, how do I make the tree transparent?



I have already done it to the other models with Ray casting but the trees are part of the terrain and therefore I get the terrain material and not the specific tree.



any ideas?



thanks in advance







c# unity3d tree raycasting unity3d-terrain






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share|improve this question













share|improve this question




share|improve this question








edited Nov 19 at 19:14

























asked Nov 19 at 18:28









user9977758

7416




7416








  • 1




    I think you identified your fix already: the trees are part of the terrain. That worked for you before but now you need them to be separate.
    – Lews Therin
    Nov 19 at 18:30












  • yeah but my terrain is big, so placing trees manually is not really an option… is there another solution?
    – user9977758
    Nov 19 at 18:35










  • Probably overkill but could you give the player's shader another pass that renders on top of everything (except for UI elements perhaps) slightly transparently?
    – Ruzihm
    Nov 19 at 18:38
















  • 1




    I think you identified your fix already: the trees are part of the terrain. That worked for you before but now you need them to be separate.
    – Lews Therin
    Nov 19 at 18:30












  • yeah but my terrain is big, so placing trees manually is not really an option… is there another solution?
    – user9977758
    Nov 19 at 18:35










  • Probably overkill but could you give the player's shader another pass that renders on top of everything (except for UI elements perhaps) slightly transparently?
    – Ruzihm
    Nov 19 at 18:38










1




1




I think you identified your fix already: the trees are part of the terrain. That worked for you before but now you need them to be separate.
– Lews Therin
Nov 19 at 18:30






I think you identified your fix already: the trees are part of the terrain. That worked for you before but now you need them to be separate.
– Lews Therin
Nov 19 at 18:30














yeah but my terrain is big, so placing trees manually is not really an option… is there another solution?
– user9977758
Nov 19 at 18:35




yeah but my terrain is big, so placing trees manually is not really an option… is there another solution?
– user9977758
Nov 19 at 18:35












Probably overkill but could you give the player's shader another pass that renders on top of everything (except for UI elements perhaps) slightly transparently?
– Ruzihm
Nov 19 at 18:38






Probably overkill but could you give the player's shader another pass that renders on top of everything (except for UI elements perhaps) slightly transparently?
– Ruzihm
Nov 19 at 18:38














1 Answer
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Well the best solution would be to start a Ray from camera to forward, and then put the camera a bit farther than the collision point, so that you can't see the tree.



Ray ray = new Ray(oldCam.position, oldCam.forward);
RaycastHit hit;

if (Physics.Raycast(ray, out hit, 5)){
cam.position = hit.point + oldCam.forward;
} else
cam.position = oldCam.position;


Remember to put the old camera position from where should be in order that the camera doesn't go away and stays there, and that the camera and old camera has the same code of position and rotation before this happens and then you just change their position. I mean I don't know if it's okay but you can take conclusions from this.



Sorry for mistakes I'm from Spain.






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    up vote
    0
    down vote













    Well the best solution would be to start a Ray from camera to forward, and then put the camera a bit farther than the collision point, so that you can't see the tree.



    Ray ray = new Ray(oldCam.position, oldCam.forward);
    RaycastHit hit;

    if (Physics.Raycast(ray, out hit, 5)){
    cam.position = hit.point + oldCam.forward;
    } else
    cam.position = oldCam.position;


    Remember to put the old camera position from where should be in order that the camera doesn't go away and stays there, and that the camera and old camera has the same code of position and rotation before this happens and then you just change their position. I mean I don't know if it's okay but you can take conclusions from this.



    Sorry for mistakes I'm from Spain.






    share|improve this answer

























      up vote
      0
      down vote













      Well the best solution would be to start a Ray from camera to forward, and then put the camera a bit farther than the collision point, so that you can't see the tree.



      Ray ray = new Ray(oldCam.position, oldCam.forward);
      RaycastHit hit;

      if (Physics.Raycast(ray, out hit, 5)){
      cam.position = hit.point + oldCam.forward;
      } else
      cam.position = oldCam.position;


      Remember to put the old camera position from where should be in order that the camera doesn't go away and stays there, and that the camera and old camera has the same code of position and rotation before this happens and then you just change their position. I mean I don't know if it's okay but you can take conclusions from this.



      Sorry for mistakes I'm from Spain.






      share|improve this answer























        up vote
        0
        down vote










        up vote
        0
        down vote









        Well the best solution would be to start a Ray from camera to forward, and then put the camera a bit farther than the collision point, so that you can't see the tree.



        Ray ray = new Ray(oldCam.position, oldCam.forward);
        RaycastHit hit;

        if (Physics.Raycast(ray, out hit, 5)){
        cam.position = hit.point + oldCam.forward;
        } else
        cam.position = oldCam.position;


        Remember to put the old camera position from where should be in order that the camera doesn't go away and stays there, and that the camera and old camera has the same code of position and rotation before this happens and then you just change their position. I mean I don't know if it's okay but you can take conclusions from this.



        Sorry for mistakes I'm from Spain.






        share|improve this answer












        Well the best solution would be to start a Ray from camera to forward, and then put the camera a bit farther than the collision point, so that you can't see the tree.



        Ray ray = new Ray(oldCam.position, oldCam.forward);
        RaycastHit hit;

        if (Physics.Raycast(ray, out hit, 5)){
        cam.position = hit.point + oldCam.forward;
        } else
        cam.position = oldCam.position;


        Remember to put the old camera position from where should be in order that the camera doesn't go away and stays there, and that the camera and old camera has the same code of position and rotation before this happens and then you just change their position. I mean I don't know if it's okay but you can take conclusions from this.



        Sorry for mistakes I'm from Spain.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Nov 19 at 19:29









        GuillemVS

        11




        11






























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