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Question by TellusG · Apr 28, 2020 at 01:42 PM · raycastif-statementsassign-variable

Raycast goes into if statement its not suppose to?!

I'm making a twinskick zombie shooter for a schoolproject and to be able to see my character behind a wall i decided to create a raycast that deactivates the rendering for it. The code works almost fine xcept for when i would step underneath a light and it would assign my obstruction var to my player???? using System.Collections; using System.Collections.Generic; using System.Runtime.CompilerServices; using UnityEngine;

public class CameraWall : MonoBehaviour {

 public Transform obstruction;
 public GameObject target;

 // Start is called before the first frame update
 void Start()
 {
     target = GameObject.Find("Player");
 }

 // Update is called once per frame
 void LateUpdate()
 {
     _ViewObstructed();

 }

 void _ViewObstructed()
 {
     RaycastHit hit;

     if (Physics.Raycast(transform.position, target.transform.position - transform.position, out hit, 20f))
     {
         if (hit.collider.gameObject.tag != "Player" && hit.collider.gameObject.tag != "NotTransparent")
         {
             obstruction = hit.transform;
             obstruction.gameObject.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly;
         }
         else
         {
             obstruction.gameObject.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
         }
     }
 }

}

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