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Question by fr0stsp1k3 · Sep 06, 2018 at 05:26 PM · 2draycastunity5

raycast2d doesnt aim towards correct target

So the object trying to follow the target, re-casts a raycast towards the targets position repeatedly- it follows it correct when i remove checking that it still hit the player (i'd want it to basically stop following once the line was intersected - also that even then only works when i remove the layermask (as in the tilemap world, with colliders) in fact when i enable the layermask, even though the player object is NOT in the world layer, is in its own, IT TOO gets ignored ??


Can anyone see the issue? I cant -also it shouldnt be able to not hit anything, when the layermask is off, because itll intersect with any of the colliders that encompasses the areas - when i move around the follower, it only detects (can see in debug log) at certain angles, i presume it doesnt change where i was to where i am? Or something?


Basically it doesnt seem to cast the ray directly unto the object its currently following, directly. Which it obviously should


Here's the code

  public IEnumerator followTarget(GameObject tempTarget)
     {
         Debug.Log(this.name + " is chasing " + tempTarget.name);
         isFollowing = true;
 
         int followedForTimeCounter = 0;
         while (isFollowing)
         {
             followedForTimeCounter++;
             //Debug.Log("Followed for: "+followedForTimeCounter);
 
             RaycastHit2D rayHit = Physics2D.Raycast(
                 this.transform.position, 
                 tempTarget.transform.position, 
                 npcLookRange/*currently 1000f*/ /*, LayerMask.NameToLayer("World")*/);
             
             //Debug.Log("Following " + rayHit.collider.gameObject.name);
 
             if (rayHit)
             {
                 Debug.Log("rayHit on: "+rayHit.collider.gameObject.name);
 
                 if (true /*rayHit.collider.gameObject.name.Equals(tempTarget.name)*/)
                 {
                     float tempDistance = Vector2.Distance(
                         this.transform.position,
                         tempTarget.transform.position
                         );
                     Debug.Log("Distance to object: "+tempDistance);
 
                     if (tempDistance > minFollowingDistance)
                     {
                         this.transform.position = Vector2.MoveTowards(
                             this.transform.position,
                             tempTarget.transform.position,
                             followSpeed * Time.deltaTime
                         );
 
                         //start battle if battle-able.
                     }
 
                     if (tempDistance > maxFollowingDistance)
                     {
                         Debug.Log("Object outran them!");
                         isFollowing = false;
                     }
                 }
                 else
                 {
                     Debug.Log("Couldnt see Object!");
                     isFollowing = false;
                 }
             }
             else
             {
                 Debug.Log("Ray hit nothing?? How?!");
                 //If this happens, that should be impossible, bug?
                 //isFollowing = false; //why, hm.
             }
 
         yield return null;
         }
 
         Debug.Log(this.name + " is no longer chasing " + tempTarget.name);
         yield return null;
     }
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