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1
Question by henkiepenkie · Mar 14, 2016 at 05:12 PM · javascriptraycast

Raycast not working

Hi! Im working on a scene using raycast to load a level. It worked fine in the first scene, but I cant manage to recreate it in the second scene. Everything is the same, raycast just won't work.

 #pragma strict
 
 var rayLength : int = 20;
 
 private var inventory : Inventory;
 
 private var guiShow : boolean = false;
 
 private var guiShowWater : boolean = false;
 
 private var guiShowDoor : boolean = false;
 
 function Start()
 {
     inventory = GameObject.Find("First Person Controller").GetComponent(Inventory);
 }
 
 function Update()
 {
     var hit : RaycastHit;
     var fwd = transform.TransformDirection(Vector3.forward);
     
     if(Physics.Raycast(transform.position, fwd, hit, rayLength))
     {
             Debug.Log ("raycast works");
         if(hit.collider.gameObject.tag == "Wood")
         {            
             guiShow = true;
             Debug.Log ("tag works");
             
             if(Input.GetKeyDown("e"))
             {
                 inventory.wood++;
                 Destroy(hit.collider.gameObject);
                 guiShow = false;
             }
         }
             else
             {
                 guiShow = false;
             }
 
         if(hit.collider.gameObject.tag == "Water")
         {            
             guiShowWater = true;
             
             if(Input.GetKeyDown("e"))
             {
                 inventory.bottle++;
                 guiShowWater = false;
             }
         }
             else
             {
                 guiShowWater = false;
             }
              
         if(hit.collider.gameObject.tag == "Coconut")
         {
             guiShow = true;
             
             if(Input.GetKeyDown("e"))
             {
                 inventory.wood++;
                 Destroy(hit.collider.gameObject);
                 guiShow = false;
             }
         }
 
         if(hit.collider.gameObject.tag == "BushFull")
         {
             guiShow = true;
 
             if(Input.GetKeyDown("e"))
             {
                 inventory.cookedFish++;
                 Destroy(hit.collider.gameObject);
                 guiShow = false;
     
             }
         }
 
         if(hit.collider.gameObject.tag == "fish")
         {
             guiShow = true;
 
             if(Input.GetKeyDown("e"))
             {
                 inventory.fish++;
                 guiShow = false;
     
             }
         }
         if(hit.collider.gameObject.tag == "loadtest")
         {
             guiShowDoor = true;
 
             if(Input.GetKeyDown("e"))
             {
                 Application.LoadLevel("objecttest");
                 guiShowDoor = false;
             }
 
         }
 
                 if(hit.collider.gameObject.tag == "loadisland")
         {
             guiShowDoor = true;
 
             if(Input.GetKeyDown("e"))
             {
                 Application.LoadLevel("island");
                 guiShowDoor = false;
             }
 
         }
 
         else
         {
             guiShowDoor = false;
         }
     }
 }
 
 
 function OnGUI()
 {
     if(guiShow == true)
     {
         GUI.Box(Rect(Screen.width / 2 - 150, Screen.height / 2 - 150, 200, 20), "Press E to pick up");
     }
 
     if(guiShowWater == true)
     {
         GUI.Box(Rect(Screen.width /2 - 150, Screen.height /2 -150, 200, 20), "Press E to collect water");
     }
 
     if(guiShowDoor == true)
     {
         GUI.Box(Rect(Screen.width /2 - 150, Screen.height /2 -150, 200, 20), "Press E to enter");
     }
 
 }
 

As you can see I added Debug.Log twice to see if raycast was working. The first Debug.Log works (raycast), but the second one does not work (tag). Does anyone know what Im doing wrong?

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avatar image ZefanS · Mar 16, 2016 at 12:47 AM 1
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Try adding:

 Debug.Log(hit.transform.gameObject);

below your first Debug.Log statement. I've had problems with raycasts before where they end up hitting things that you don't expect. This will tell you exactly what it's hitting.

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