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Question by mircojanisch · Jul 10, 2017 at 09:38 PM · raycastshootinglayermask

Raycast don't ignore player layermask

Hi!

I'm trying to understand raycasts. I'm trying to shoot with ignoring the player layermask. I did everything exactly like described here but it don't work.

Part of my code

     void Shoot () {
         RaycastHit hit;
         int layerMask = 1 << 8;
         layerMask = ~layerMask;
         if (Physics.Raycast (cam.transform.position, cam.transform.forward, out hit, range, layerMask)) {
 
             Target hitTarget = hit.transform.GetComponent<Target> ();
             if (hitTarget != null) {
                 hitTarget.TakeDamage (damage);
                 GameObject impact = Instantiate (hitTarget.impactEffect, hit.point, Quaternion.LookRotation (hit.normal)) as GameObject;
                 Destroy (impact, 2f);
             } else {
                 GameObject impact = Instantiate (impactEffect, hit.point, Quaternion.LookRotation (hit.normal)) as GameObject;
                 Destroy (impact, 2f);
             }
 
             if (hit.rigidbody != null) {
                 hit.rigidbody.AddForce (-hit.normal * damage * 50f);
             }
 
         }
         currentAmmo--;
         muzzleFlash.Play ();
     }


EDIT: I just tried to put the player on the "Ignore Raycast" layer. Still doesn' work. The Player has a Capsule Collider and a Rigidbody

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Best Answer

Answer by Menyus777 · Jul 11, 2017 at 10:23 PM

Casting Rays Selectively

Using layers you can cast rays and ignore colliders in specific layers. For example you might want to cast a ray only against the player layer and ignore all other colliders.

The Physics.Raycast function takes a bitmask, where each bit determines if a layer will be ignored or not. If all bits in the layerMask are on, we will collide against all colliders. If the layerMask = 0, we will never find any collisions with the ray.

You have to understand shifting :) its operator is "<<" After u understood shifting here is your solution https://docs.unity3d.com/Manual/Layers.html

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