Raycast is hitting a collider but ignores it right after
I have a third person camera and I don't want it to go through walls. So I've created four raycast verifiers (front, back, left, right) to detect when the camera is hitting it.
If so, the camera should move towards the empty object "firstPersonCamPosition" until can no longer detect a hit, becoming a first person camera if too close to the player. When no hit is detected, the camera goes back to the original position (the empty object "thirdPersonCamPosition").
To this point, it's all working. The problem is, if I rotate the player quickly enough, the camera will start to flicker back and forth, getting a hit just to ignore it right after.
public class CameraManager : MonoBehaviour
{
[SerializeField]
LayerMask wallLayer, playerLayer;
[SerializeField]
GameObject firstPersonCamPosition, thirdPersonCamPosition;
Camera cam;
Vector3 rayOrigin;
RaycastHit hit;
StartManager manager;
Player player;
float speed;
bool lockMovement;
bool frontHit, backHit, leftHit, rightHit;
void Awake()
{
cam = Camera.main;
manager = GameObject.FindGameObjectWithTag("Manager").GetComponent<StartManager>();
player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
speed = 5f;
lockMovement = frontHit = backHit = leftHit = rightHit = false;
}
void Update()
{
if (manager.startedGame && !player.interacting)
{
ManageHits();
}
}
void ManageHits()
{
rayOrigin = cam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0f));
// Get the boolean hit verifiers
backHit = Physics.Raycast(rayOrigin, -cam.transform.forward, out hit, 1f, wallLayer);
frontHit = Physics.Raycast(rayOrigin, cam.transform.forward, out hit, 1f, wallLayer);
leftHit = Physics.Raycast(rayOrigin, -cam.transform.right, out hit, 0.5f, wallLayer);
rightHit = Physics.Raycast(rayOrigin, cam.transform.right, out hit, 0.5f, wallLayer);
// Hit the wall from the front or the back
if (Physics.Raycast(rayOrigin, -cam.transform.forward, out hit, 0.2f, wallLayer) || frontHit)
{
// It's too close to the player, so become a first person camera
if (Physics.Raycast(rayOrigin, cam.transform.forward, out hit, 0.2f, playerLayer))
{
cam.transform.position = firstPersonCamPosition.transform.position;
lockMovement = true;
}
// Move towards the first person camera position
else if (!lockMovement)
{
cam.transform.position = Vector3.MoveTowards(transform.position, firstPersonCamPosition.transform.position, speed * Time.deltaTime);
}
}
// No hit is detected from the front and the back
else if (!frontHit && !backHit)
{
// Transform the first person camera back to a third person camera
if (lockMovement && !leftHit && !rightHit)
lockMovement = false;
// Move towards the third person camera position
cam.transform.position = Vector3.MoveTowards(transform.position, thirdPersonCamPosition.transform.position, speed * Time.deltaTime);
}
}
}
Your answer
Follow this Question
Related Questions
Raycast can't detect items by player's feet 2 Answers
Raycasthit is sometimes returning gameobject name when I use hit.gameobject.comparetag. 0 Answers
Accessing Raycast collider from another script 0 Answers
cant iterate through after boxcast or spherecast problem need help please 1 Answer
Physics.Raycast hit question 0 Answers