'Do a Raycast after Raycast-positioned object
I have a code that allows to position an object onto the other object by Raycast. Obviously, I am using Mesh Collider so everything works fine.
Ray ray = new Ray(transform.position, transform.forward);
RaycastHit hit;
    if (Physics.Raycast(ray, out hit))
    {
        if (hit.collider.gameObject.GetComponent<SelectableTrunk>())
        {
            RandomSTrunk.position = hit.point; 
        }
    }
My question is the next. Is it possible to place the object (as I did) and then do one more raycasting to place the other object onto the already placed one?
When I am trying to do that - The mesh collider on the first object is breaking everything and nothing works.
Solution 1:[1]
Specify a layer for the hit object and then follow the code below:
public LayerMask hitPlaceLayer;
void RayCast()
{
    // first ray cast
    if (Physics.Raycast(transform.position, transform.forward, out var hit, hitPlaceLayer.value))
    {
        RandomSTrunk.position = hit.point; 
    }
    
    // second raycast
    if (Physics.Raycast(transform.position, transform.forward, out hit, hitPlaceLayer.value))
    {
        otherRandomTrunk.position = hit.point; 
    }
}
define layer for Hit place object:
Sources
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Source: Stack Overflow
| Solution | Source | 
|---|---|
| Solution 1 | 


