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Question by $$anonymous$$ · May 05, 2017 at 01:05 PM · c#rotationquaternionraycasthit2d

Why raycast2d not work?

I made a spaceship, which should detect the obstacles on its way by Raycast2D and avoid them automatically.

Pls see my update() codes:

     void Update()
     {
         //right
         Debug.DrawLine(new Vector2(transform.position.x, transform.position.y + transform.localScale.y), new Vector2((transform.position + transform.right * (sensorLen + transform.localScale.y)).x, transform.position.y + transform.localScale.y), Color.green);

         //left
         Debug.DrawLine(new Vector2(transform.position.x, transform.position.y - transform.localScale.y), new Vector2((transform.position + transform.right * (sensorLen + transform.localScale.y)).x, transform.position.y - transform.localScale.y), Color.red);


         //these are raycast!        
         RaycastHit2D rightHit = Physics2D.Linecast(new Vector2(transform.position.x, transform.position.y + transform.localScale.y), new Vector2((transform.position + transform.right * (sensorLen + transform.localScale.y)).x, transform.position.y + transform.localScale.y));
         RaycastHit2D leftHit = Physics2D.Linecast(new Vector2(transform.position.x, transform.position.y - transform.localScale.y), new Vector2((transform.position + transform.right * (sensorLen + transform.localScale.y)).x, transform.position.y - transform.localScale.y));


         //right sensor
         if( rightHit )
         {
             if( rightHit.collider != col )
             {
                 //find the hit obstacle
                 Transform hitTrans = basHit.transform;
                 Vector2 direction = new Vector2(hitTrans.position.x, hitTrans.position.y - hitTrans.localScale.y) - new Vector2(transform.position.x,transform.position.y);
                 float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
                 Quaternion rotation = Quaternion.AngleAxis(angle, Vector3.forward);
                 transform.rotation = Quaternion.Slerp(transform.rotation, rotation, turnSpeed * Time.deltaTime);
                 Debug.Log("hit right");
             }
         }
     }


However, when I ran the codes, I found that the ship will not turn until it really hit on the obstacle---the raycast not effects at all. Also, until the ship really hit on the obstacle, the "hit right" would be shown in the console.

I don't know why. I changed many ways to rotate, nothing worked. Please help me! Thanks.

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