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Is there a problem with my raycast?
Hello! I've been tearing my hair out over this problem for a few days now.. & at this point I'm void of any more solutions to try.
It's a very simple game, my little square bounces across platforms to the finish line to win. What I wanted to do is have him be able to shoot a ray that destroys the enemies (spheres) upon any impact with the ray. This ray would be controlled by holding down the mouse in any direction to shoot from the Player position to the target (mouse click pos). I'd already been successful making my enemies a ray to rotate around for my player to dodge, so I figured I could just copy the same logic and tweak it.
My quest eventually led me to create two different scripts, each now currently doing 1/ 2 of what I need. The images attached show one script in action and then the other. My playerlazerray1 script allows me to move the ray in any direction the mouse is at when it's clicked and held, however, upon touching enemies my ray does not trigger their destruction unless I move the ray very close. With my playerlazerray2 script, enemies are destroyed from any distance upon colliding but the line of sight hardly moves with my raycast (as seen in image attached). PlayerLazerRay1 script:
public class PlayerLazerRay : MonoBehaviour {
public float distanceRayCanSee;
public LineRenderer playerLineOfSight;
public Gradient redColor;
private Shake shake;
private Vector2 target;
bool PlayerShootingLazer;
void Start()
{
shake = GameObject.FindGameObjectWithTag("ScreenShake").GetComponent<Shake>();
Physics2D.queriesStartInColliders = false;
}
void Update()
{
if (Input.GetMouseButton(0))
{
playerLineOfSight.enabled = true;
PlayerShootingLazer = true;
Invoke("EndLazer", 2.5f);
}
if (PlayerShootingLazer == true)
{
target = Camera.main.ScreenToWorldPoint(Input.mousePosition);
RaycastHit2D hitInfo = Physics2D.Raycast(transform.position, target, distanceRayCanSee + 50);
if (hitInfo.collider != null)
{
Debug.DrawLine(transform.position, target, Color.red);
playerLineOfSight.SetPosition(1, target);
playerLineOfSight.colorGradient = redColor;
if (hitInfo.collider.CompareTag("Enemy"))
{
print("YES");
Destroy(hitInfo.collider.gameObject);
hitInfo.collider.gameObject.SetActive(false);
}
}
else
{
Debug.DrawLine(transform.position, target * distanceRayCanSee, Color.red);
playerLineOfSight.SetPosition(1, target * distanceRayCanSee);
playerLineOfSight.colorGradient = redColor;
}
playerLineOfSight.SetPosition(0, transform.position);
}
}
void OnTriggerEnter2D(Collider2D other)
{
shake.CamShake();
}
void EndLazer()
{
playerLineOfSight.enabled = false;
PlayerShootingLazer = false;
}
}
PlayerLazerRay2 script:
public class PlayerLAzerRay2 : MonoBehaviour {
public float distanceRayCanSee;
public LineRenderer playerLineOfSight;
public Gradient redColor;
private Shake shake;
private Vector2 target;
bool PlayerShootingLazer;
void Start()
{
shake = GameObject.FindGameObjectWithTag("ScreenShake").GetComponent<Shake>();
Physics2D.queriesStartInColliders = false;
}
void Update()
{
if (Input.GetMouseButton(0))
{
playerLineOfSight.enabled = true;
PlayerShootingLazer = true;
Invoke("EndLazer", 2.5f);
}
if (PlayerShootingLazer == true)
{
target = Camera.main.ScreenToWorldPoint(Input.mousePosition);
RaycastHit2D hitInfo = Physics2D.Raycast(transform.position, target, distanceRayCanSee + 50);
Debug.DrawLine(transform.position, target, Color.red);
playerLineOfSight.SetPosition(1, target);
playerLineOfSight.colorGradient = redColor;
if (hitInfo.collider.CompareTag("Enemy"))
{
print("YES");
Destroy(hitInfo.collider.gameObject);
hitInfo.collider.gameObject.SetActive(false);
}
else
{
Debug.DrawLine(transform.position, target * distanceRayCanSee, Color.red);
playerLineOfSight.SetPosition(1, target * distanceRayCanSee);
playerLineOfSight.colorGradient = redColor;
}
playerLineOfSight.SetPosition(0, transform.position);
}
}
void OnTriggerEnter2D(Collider2D other)
{
shake.CamShake();
}
void EndLazer()
{
playerLineOfSight.enabled = false;
PlayerShootingLazer = false;
}
}
If anyone has a solution to this, it would be extremely appreciated!
You can use Debug.Drwaray to see where raycast is shooting .
Answer by unity_ek98vnTRplGj8Q · Dec 24, 2019 at 04:40 PM
Make sure you are feeding in a direction in your raycast. Right now you give it a start position and an end position, but you should be giving it a start position and a direction.
Vector3 direction = target - transform.position;
Do you know at which part of my script I would make that change/ how to go about it?
if (PlayerShootingLazer == true)
{
target = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 direction = target - transform.position;
RaycastHit2D hitInfo = Physics2D.Raycast(transform.position, direction, distanceRayCanSee + 50);
Answer by josephray1 · Jun 10, 2021 at 09:06 PM
I would recommend using LayerMasks to achieve what you're trying to do : this way you can save performances while being sure not to raycast undesired items. Also note you can use Debug.DrawRay() to display your raycast in Scene view.
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