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Question by Sskethan · Mar 08, 2016 at 09:46 PM · raycastlaser

How to make laser stay with player while moving

Hello, I'm using a raycast to shoot a laser at an object on a specific layer which is working, but the starting point stays at the position of the player as the player moves away. How can i keep the laser focused on both objects as they are moving around the scene? Heres the code i have put together so far. Thank you

 using UnityEngine;
 using System.Collections;
 
 public class MiningLaser : MonoBehaviour {
 
     LineRenderer line;
     public bool IsKeyEnabled_M { get; set; }
     int layerMask = 1 << 8;
 
     void Start()
     {
         IsKeyEnabled_M = true;
         line = gameObject.GetComponent<LineRenderer> ();
         line.enabled = false;
     }
 
     void Update()
     {
         if (IsKeyEnabled_M)
         {
             if (Input.GetKeyDown (KeyCode.M)) 
             {
                 StopCoroutine ("FireMiningLaser");
                 StartCoroutine (FireMiningLaser (2.0f));
             }
         }
     }
 
     IEnumerator FireMiningLaser(float waitTime)
     {
         line.enabled = true;
         IsKeyEnabled_M = false;
 
         while (Input.GetKeyDown (KeyCode.M))
         {
             Ray ray = new Ray (transform.position, transform.forward);
             RaycastHit hit;
             line.SetPosition (0, ray.origin);
 
             if (Physics.Raycast (ray, out hit, 100, layerMask))
                 line.SetPosition (1, hit.transform.position);
             else
                 line.SetPosition (1, ray.GetPoint (100));
             
             yield return new WaitForSeconds (waitTime);
         }
 
         line.enabled = false;
         IsKeyEnabled_M = true;
     }
 }
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Answer by sk8terboy4 · Mar 09, 2016 at 12:07 AM

 using UnityEngine;
 using System.Collections;
 
 public class MiningLaser : MonoBehaviour {
 
     public LineRenderer line;
     public bool IsKeyEnabled_M { get; set; }
     int layerMask = 1 << 8;
     public float waitTime = 1.0f;
     void Start()
     {
         IsKeyEnabled_M = true;
         line = gameObject.GetComponent<LineRenderer>();
         line.enabled = false;
     }
 
     void Update()
     {
         
 
         line.SetPosition(0, transform.position);
 
         if (Input.GetKeyDown(KeyCode.M))
         {
             IsKeyEnabled_M = true;
             StartCoroutine(FireMiningLaser(waitTime));
         }
         else if (Input.GetKeyUp(KeyCode.M))
         {
             IsKeyEnabled_M = false;
             StopCoroutine("FireMiningLaser");
         }
         
     }
 
     IEnumerator FireMiningLaser(float waitTime)
     {
         line.enabled = true;
 
         while (IsKeyEnabled_M)
         {
             Ray ray = new Ray(transform.position, transform.forward);
 
             RaycastHit hit;
 
             if (Physics.Raycast(ray, out hit, 100, layerMask))
                 line.SetPosition(1, hit.transform.position);
             else
                 line.SetPosition(1, ray.GetPoint(100));
 
             yield return new WaitForSeconds(waitTime);
         }
 
         line.enabled = false;
     }
 }
 

Try this script. I don't know if you want the laser to be semi auto or not. Instead of using WaitForSeconds do yield return null, if you want a continuous laser. When working with coroutines, the transform is not updated on every frame like in the update function, but instead it is updated in intervals (when in a coroutine).

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avatar image Sskethan · Mar 09, 2016 at 01:49 AM 0
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Thank you. This is perfect, it's working great.

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