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Question by CatLord · Dec 14, 2016 at 08:15 AM · unity 52d-platformer

Raycasting issues: character doesnt collide

my raycasting program checks out and has 0 errors, but whenever i run the program the rays are gone and the character just falls through the floor despite there being colliders. Its connected to another code posted in my proir question.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 [RequireComponent (typeof (BoxCollider2D))]
 public class Controller2D : MonoBehaviour {
 
     public LayerMask collisionMask;
 
     const float skinWidth = .015f;
     public int horizontalRayCount = 4;
     public int verticalRayCount = 4;
 
     float horizontalRaySpacing;
     float verticalRaySpacing; 
 
 
     BoxCollider2D collider;
     RaycastOrigins raycastOrigins;
 
     void Start() {
         collider = GetComponent<BoxCollider2D> ();
         CalculateRaySpacing ();
     }
         
 
     public void Move(Vector3 velocity) 
 {
         UpdateRaycastOrigins ();
         if (velocity.y != 0) {
             HorizontalCollisions (ref velocity);
         }
         if (velocity.y != 0) {
             VerticalCollisions (ref velocity); 
         }
         transform.Translate (velocity);
     }
   
     void HorizontalCollisions(ref Vector3 velocity){
         float directionX = Mathf.Sign (velocity.x);
         float rayLength = Mathf.Abs (velocity.x) + skinWidth;
 
         for (int i = 0; i <horizontalRayCount; i ++) {
             Vector2 rayOrigin = (directionX == -1) ? raycastOrigins.bottomLeft : raycastOrigins.bottomRight;
             rayOrigin += Vector2.up * (horizontalRaySpacing * i);
             RaycastHit2D hit = Physics2D.Raycast (rayOrigin, Vector2.right * directionX, rayLength, collisionMask);
 
             Debug.DrawRay (rayOrigin, Vector2.right * directionX * rayLength, Color.red);
 
             if (hit) {
                 velocity.x = (hit.distance - skinWidth) * directionX;
                 rayLength = hit.distance;
             }
         }
     }
 
 void VerticalCollisions(ref Vector3 velocity) {
     float directionY = Mathf.Sign (velocity.y);
     float rayLength = Mathf.Abs (velocity.y) + skinWidth;
 
     for (int i = 0; i < verticalRayCount; i ++) {
         Vector2 rayOrigin = (directionY == -1)?raycastOrigins.bottomLeft:raycastOrigins.topLeft;
         rayOrigin += Vector2.right * (verticalRaySpacing * i + velocity.x);
         RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.up * directionY, rayLength, collisionMask);
 
                 Debug.DrawRay(rayOrigin, Vector2.up * directionY * rayLength,Color.red);
 
         if (hit) {
             velocity.y = (hit.distance - skinWidth) * directionY;
             rayLength = hit.distance;
         }
     }
 }
         
 
     void UpdateRaycastOrigins() {
         Bounds bounds = collider.bounds;
         bounds.Expand (skinWidth * -2);
 
         raycastOrigins.bottomLeft = new Vector2 (bounds.min.x, bounds.min.y);
         raycastOrigins.bottomRight = new Vector2 (bounds.max.x, bounds.min.y);
         raycastOrigins.topLeft = new Vector2 (bounds.min.x, bounds.max.y);
         raycastOrigins.topRight = new Vector2 (bounds.max.x, bounds.max.y);
                 }
 
 
 
 
     void CalculateRaySpacing() {
         Bounds bounds = collider.bounds;
         bounds.Expand (skinWidth * -2);
 
         horizontalRayCount = Mathf.Clamp (horizontalRayCount, 2, int.MaxValue);
         verticalRayCount = Mathf.Clamp (verticalRayCount, 2, int.MaxValue);
 
 
         horizontalRaySpacing = bounds.size.y / (horizontalRayCount - 1);
         verticalRaySpacing = bounds.size.x / (verticalRayCount - 1);
 
     }
 
         
         
     struct RaycastOrigins {
         public Vector2 topLeft, topRight;
         public Vector2 bottomLeft, bottomRight;
 }
                 }
 
 
 
 
 
 

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