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Question by nuekboi · Jun 25, 2016 at 05:48 AM · cameraphysicsraycast

Why is my Physics.Raycast not returning true?

using UnityEngine; using System.Collections;

public class RocketFire : MonoBehaviour {

 //public GameObject Rocket;
 public float worldDistcheck = 5;
 public GameObject rocketPrefab;
 public GameObject rocketSpawn;

 // Use this for initialization
 void Start () {
    
 }
 
 // Update is called once per frame
 void Update () {
     FiringRocket ();

 }

 void FiringRocket() {

     Ray camRay = Camera.main.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));

     Vector3 camToMouse = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width/2, Screen.height/2, worldDistcheck));

     Quaternion rocketLook = Quaternion.identity;

     RaycastHit camHit;

     if (Physics.Raycast(camRay.origin, camToMouse, out camHit, 5000f, LayerMask.NameToLayer("Player")))
     {
         
         camToMouse = camHit.point;
     }
     Debug.Log(camHit.point);
     Debug.Log(camToMouse);

     rocketLook = Quaternion.LookRotation(rocketSpawn.transform.up, camToMouse);
     

     rocketPrefab.transform.rotation = rocketLook;

     Debug.DrawLine(rocketSpawn.transform.position, camToMouse, Color.blue, Time.deltaTime);
     Debug.DrawLine(rocketSpawn.transform.position, camHit.point, Color.cyan, Time.deltaTime);

     if (Input.GetButtonDown ("Fire1")) {

         Instantiate (rocketPrefab, rocketSpawn.transform.position, rocketPrefab.transform.rotation);

     }
 }

}

My Raycast should return true if my camera is aiming (center of screen) at an active collider but it never does. This function is super important to my firing script. I've been trying to make it work for the past day or so and still haven't found a fix. I can't find any logical reason why the Raycast wouldn't return true. All my colliders are active and I have even Layermasked the player object (which is the only collider which could potentially collide)

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