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Question by c3534l · Feb 14, 2017 at 01:53 AM · raycastinglayersspherecast

I can't get layers/spherecasting to work.

I started a new scene and created three cubes. For two of the cubes, I attached the following code and placed in the "Waypoint" layer:

 public class Waypoint : MonoBehaviour {
     public List<Waypoint> neighbors = new List<Waypoint>();
     public float checkNeighborDistance = 10f;

     void Start () {
         LayerMask waypointLayer = LayerMask.NameToLayer("Waypoint");
         //LayerMask waypointLayer = 1 << LayerMask.NameToLayer("Waypoint");
         //int waypointLayer = LayerMask.GetMask("Waypoint");
         //int waypointLayer = 1 << LayerMask.GetMask("Waypoint");
         //int waypointLayer = LayerMask.GetMask("Waypoint") << 8;
         //LayerMask waypointLayer = LayerMask.GetMask("Waypoint");

         Vector3 pos = transform.position;
         RaycastHit[] hits = Physics.SphereCastAll(pos, checkNeighborDistance, transform.forward, waypointLayer);
         foreach (RaycastHit hit in hits) {
             Debug.DrawLine(transform.position, hit.collider.gameObject.transform.position, Color.blue, 5f);
             if (!Physics.Linecast(transform.position, hit.collider.gameObject.transform.position, waypointLayer)) {
                 Debug.DrawLine(transform.position, hit.collider.gameObject.transform.position, Color.red, 20f);
                 neighbors.Add(hit.collider.gameObject.GetComponent<Waypoint>());
             }
         }
     }
 }

I tried every one of those commented out variations on this new scene. In each case, a blue line was drawn to every cube, including the one in the default layer. There were never any red lines.

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