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Question by dragonking300 · Aug 05, 2017 at 02:50 AM · c#raycasthit

RayCast hitting wrong layer?

The layermask layer number looks like it matches in the layer menu(I doesn't even matter what layer I set my raycast to detect, it still hits the player) However, if I disable raycast detection on my player it hit's intended target behind the player? I'm lost.

 using UnityEngine;
 using System.Collections;
 
 public class BasicEnemyAiV2 : MonoBehaviour {
 
     public GameObject Player;
     public Vector3 FirstLerpPoint;
     private Vector3 FinalLerpPoint;
     public bool StrikedAtPlayer;
     public float Timer;
     public float TimerStart;
     public float DistanceInRay;
     public float speed;
     public float LerpTimer;
     public float DistanceToEngage;
     private bool OneTimeExecution = true;
     public Animator anim;
 
     static private Dash PlayerMovementScript;
 
     void Start ()
     {
         Player = GameObject.FindGameObjectWithTag("Player");
         TimerStart = Timer;
         PlayerMovementScript = Player.GetComponent<Dash>();
     }
     public Vector3 PlayerNewPosition;
     public bool ThePlayerIsMoving;
     // Update is called once per frame
     void Update ()
     {
 
         ThePlayerIsMoving = PlayerMovementScript.IsMoving;
         PlayerNewPosition = PlayerMovementScript.newPosition;
         //Debug.Log(Vector3.Distance(FirstLerpPoint, FinalLerpPoint));
         if (Timer <= 0)
         {
             //Note to self: Keep this commented out for a potential lancing/prediction based enemy
             /*if (ThePlayerIsMoving && OneTimeExecution == true)
             {
                 Vector3 rayDir = PlayerNewPosition - transform.position;
                 Ray ray = new Ray(transform.position, rayDir);
                 FirstLerpPoint = ray.origin + (ray.direction * DistanceInRay);
                 Debug.DrawRay(transform.position, rayDir, Color.black, 3);
                 FinalLerpPoint = PlayerNewPosition;
                 StartCoroutine("LerpToPos");
                 OneTimeExecution = false;
             }*/
 
             if (OneTimeExecution == true)
             {
                 anim.Play("DaggerChargeUp");
                 RaycastHit hit;
                 Vector3 rayDir = Player.transform.position - transform.position;
                 Ray ray = new Ray(transform.position, rayDir);
                 if (Physics.Raycast(ray, out hit, 1 << 8))
                 {
                     Debug.Log(hit.collider.gameObject);
                     FinalLerpPoint = hit.point;
                 }
 
                 FirstLerpPoint = ray.origin + (ray.direction * DistanceInRay);
                 Debug.DrawRay(transform.position, rayDir, Color.black, 3);
                 StartCoroutine("LerpToPos");
                 OneTimeExecution = false;
             }
         }
         else
         {
             transform.LookAt(Player.transform);
             Timer -= Time.deltaTime;
         }
     }
     private IEnumerator LerpToPos()
     {
         StrikedAtPlayer = true;
         while (Vector3.Distance(FirstLerpPoint, FinalLerpPoint) >= 2)
         {
             RaycastHit hits;
             Vector3 rayDir = Player.transform.position - transform.position;
             Ray PlayerInRangeRay = new Ray(transform.position, rayDir);
             if (Physics.Raycast(PlayerInRangeRay, out hits, DistanceToEngage, 1 << 9))
             {
                 LerpTimer = 0;
                 yield return StartCoroutine(PlayerCombatEncounter());
           
             }
             LerpTimer += Time.deltaTime;
             transform.position = FirstLerpPoint;
             FirstLerpPoint = Vector3.Lerp(FirstLerpPoint, FinalLerpPoint, LerpTimer * speed);
 
             yield return null;
         }
         Timer = TimerStart;
         LerpTimer = 0;
         OneTimeExecution = true;
         anim.SetTrigger("RotationIsDone");
     }
     private IEnumerator PlayerCombatEncounter()
     {
         if (anim.GetCurrentAnimatorStateInfo(0).IsName("DaggerChargeUp") && StrikedAtPlayer)
         {
             StrikedAtPlayer = false;
             anim.SetTrigger("InProximity");
             Debug.Log("Animation called");
             if (Player != null)
             {
                 anim.SetTrigger("MissStrike");
             }
         }
             yield return null;
     }
 
 }

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Answer by dragonking300 · Aug 05, 2017 at 03:52 AM

Wow thats dumb, I have to put a max distance before the layermask or else the layermask bitshift makes the max distance 8 >_<

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