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Question by zachmallet · Oct 24, 2016 at 01:07 AM · raycastpositionmousepositionraycasthit2d

Inconsistent raycast update

I'm currently using raycast to have my player teleport around. Its very inconsistent and very bugy on what it detects. Heres my code: Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);

         posy = Mathf.Clamp(mousePos.y, player.position.y - tpRange, player.position.y + tpRange);
         posx = Mathf.Clamp(mousePos.x, player.position.x - tpRange, player.position.x + tpRange);
         newPos = new Vector2(posx, posy);
 
         distance = Vector2.Distance(this.transform.position, newPos);
         
         RaycastHit2D hit = Physics2D.Raycast(player.position, mousePos, tpRange);
 
         Debug.DrawLine(this.transform.position, newPos, Color.red);
         Debug.DrawLine(hit.point, this.transform.position, Color.green);
         if (hit)
         {
             if (hit.collider.tag == "Wall")
             {
                 if (Input.GetKeyDown(KeyCode.Alpha1))
                 {
                     this.transform.position = hit.point;
                     Player.myPlayer.currentPlayerHealth -= 5;
                 }
             }
             else
             {
                 if (Input.GetKeyDown(KeyCode.Alpha1))
                 {
                     this.transform.position = newPos;
                     Player.myPlayer.currentPlayerHealth -= 5;
                 }
             }
         }
         else
         {
             if (Input.GetKeyDown(KeyCode.Alpha1))
             {
                 this.transform.position = newPos;
                 Player.myPlayer.currentPlayerHealth -= 5;
             }
         } 

Heres a video of the problem im having: https://gfycat.com/WickedOptimisticHorse

I should be having a raycast be launched every update frame and have it constantly updating. But it seems like like keeping its same hit.point even if my mouse position moves.

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