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Question by kakojtop4ren · Jan 26, 2020 at 01:57 PM · animationraycastlinerendererreflection

Why is the reflected ray the same length as the previous and how to fix it

Here is my code (not mine, tho)

 private void Awake()
 {
     lineRenderer = GetComponent<LineRenderer>();
 }
 private void Update()
 {
     castRay();
 }
 void castRay()
 {
     ray = new Ray(transform.position, transform.up);

     lineRenderer.positionCount = 1;
     lineRenderer.SetPosition(0, transform.position);

     count += Time.deltaTime * lineDrawSpeed;
     
     for(int i = 0; i < reflect; i++)
     {
         Debug.DrawRay(ray.origin, ray.direction * count);
         if(Physics.Raycast(ray, out hit, count))
         {
             lineRenderer.positionCount += 1;
             lineRenderer.SetPosition(lineRenderer.positionCount - 1, hit.point);
             
             ray = new Ray(hit.point, Vector3.Reflect(ray.direction, hit.normal));
             print(hit.distance);
             if(hit.transform.tag !="Mirror")
             {
                 break;
             }
         }
         else
         {
             lineRenderer.positionCount += 1;
             lineRenderer.SetPosition(lineRenderer.positionCount -1, ray.origin + ray.direction * count);
         }
     }
 }

and video https://youtu.be/yk49ONeXCGs

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Answer by NMatanski · Jan 27, 2020 at 10:24 AM

Add a RigidBody2D to the object with the LineRenderer and the following code should move the line object as you wish, just without drawing the Ray:

 [SerializeField] private int lineDrawSpeed;
 private RigidBody2D rigidbody; //initialize in the Start()
 
 void Update()
 {
     transform.Translate(Vector3.right * Time.deltaTime * lineDrawSpeed);
 }
 
 void OnCollisionEnter2D(Collision2D collision)
 {
     var reflectedPosition = Vector2.Reflect(transform.right, collision.contacts[0].normal);
     rigidbody.velocity = reflectedPosition.normalized * lineDrawSpeed;
     var direction = rigidbody.velocity;
     rigidbody.freezeRotation = false;
     rigidbody.MoveRotation(Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg);
     rigidbody.angularVelocity = 0f;
 }

You should get a normalized reflected Vector (normalized vector has magnitude = 1). This will keep your desired length and speed. Then the easier way is to find the angle of rotation with the inverse (arcus) tangent of y/x from your normalized reflected vector.

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avatar image kakojtop4ren · Jan 27, 2020 at 08:06 PM 0
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Thanks! But after the first reflection, annoying shaking appears, do you know how to fix that?

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