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Question by DaDarkDan · Jan 13, 2017 at 10:44 PM · c#scripting problemcollision detectionraycastingsight

How do I check if a GameObject is within or colliding with an arc?

Hello,

I want to achieve that an enemy object starts chasing a player whenever he entered (or collided with) the enemy's sight arc.

     void Update () {
         Debug.Log(GetComponent<EnemySight>().targetIsSeen);
         if (GetComponent<EnemySight>().targetIsSeen) {
             state = State.CHASE;
         } else {
             state = State.PATROL;
         }
     }

This is a part of my EnemyController script that changes states with the bool targetIsSeen from the EnemySight script

    void FindVisibleTarget() {
     Collider[] targetsInViewRadius = Physics.OverlapSphere(transform.position, sightRadius, targetMask);
     for (int i = 0; i < targetsInViewRadius.Length; i++) {
         Transform target = targetsInViewRadius[i].transform;
         Vector3 dirToTarget = target.position - transform.position.normalized;
         //target is within fow?
         if (Vector3.Angle(transform.forward, dirToTarget) < sightAngle/2) {
             float dstToTarget = Vector3.Distance(transform.position, target.position);
             if (!Physics.Raycast(transform.position, dirToTarget, dstToTarget, obstacleMask)) {
                 targetIsSeen = true;
             } else {
                 targetIsSeen = false;
             }
         }
     }
 }

This is the code snippet in EnemySight that should determine if a player is within the FOW arc. However, it does not really work that well. Sometimes it does and sometimes it does not. Am I missing something and other than that, can anybody help me to actually find a way to check whether the player collides with the cone, not only being within it? I hope I described it sufficiently. I attached the full EnemySight link text and a picture alt text

Cheers, Dan

enemysight.txt (6.5 kB)
projectcatchm.png (67.2 kB)
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Best Answer

Answer by DaDarkDan · Jan 16, 2017 at 06:19 PM

Ok I found the answer. The problem was that the direction to the target was wrong, so i changed that to:

 Vector3 dirToTarget = target.position - transform.position;
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