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Question by Ninjalord8 · Sep 27, 2015 at 10:00 PM · javascriptraycast2d gameraycasthitphysics.raycast

[fixed] My physics.raycast vision doesn't work as I expect it to, and I don't know why

(Leaving this up for the sake of anyone else making the same mistake as me.)

I've spent several hours trying to get this to work; looking at forums and other people's issues, and I still can't figure it out.

 #pragma strict
 
 var minPlayerDetectDistance = 0.5;
 var fieldOfViewRange = 20;
 var thief : GameObject; // Not being used *yet*
 var r : int = 3;
 
 function FixedUpdate () {
   FOV(thief);
 }
 
 function FOV(playerObject : GameObject) : boolean{
   for(var i = -45; i<=45; i+=5) { 
      var x = (r*Mathf.Cos(i * Mathf.PI / 180));
      var y = (r*Mathf.Sin(i * Mathf.PI / 180));
      var hit : RaycastHit;
      var rayDirection = transform.TransformPoint(Vector3(x, y, 0));
      
          if (Physics.Raycast (transform.position, rayDirection, hit)) {
             Debug.DrawLine (transform.position, hit.point, Color.cyan);
              if (hit.transform.tag == "Player") {
                  Debug.Log("Can see player");
              }else{
                  Debug.Log("Can not see player");
              }
          } else {
             Debug.DrawLine (transform.position, rayDirection, Color.cyan);
          }
   }
 }
  

-When too far, it doesn't actually collide. alt text

-It doesn't collide with the actual corners, and when it does collide it makes the hit point raised, and spreads it out oddly. alt text

I would really appreciate any help with getting it working, or anything that I should do better.

ss2015-09-27at080709.png (48.7 kB)
ss2015-09-27at080840.png (44.1 kB)
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Answer by Ninjalord8 · Sep 28, 2015 at 06:16 PM

I noticed that the rayDirection was actually rayPoint, and needed to be converted to a direction. This created an issue where it went in the wrong direction.

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Answer by Kozmic · Sep 28, 2015 at 01:32 AM

Pee on it

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