RayCast not working as expected, help!
Okay so I'm making a photography game where when you 'take a photo', Unity sends a few raycasts forward to check if certain tagged items are in the photo (all within the cameras FOV). My problem is, this seems to work intermittently! Sometimes it finds the tagged objects, other times it will be right in front of the view yet it will miss it completely! Can anyone advise about what I'm doing wrong?
public static Transform target;
public static GameObject[] targetName;
public static float length = 250f;
public static Transform thisObject;
// Start is called before the first frame update
void Start()
{
thisObject = GameObject.Find("Main Camera").GetComponent<Transform>();
//target = GameObject.FindGameObjectWithTag("Trees").transform;
}
// Update is called once per frame
void Update()
{
//InFront();
//HasLineOfSight("Trees");
}
public static bool InFront(Transform target1)
{
Vector3 directionToTarget = thisObject.position - target1.position;
float angleOnXAxis = Vector3.Angle(thisObject.right, directionToTarget);
float angleOnYAxis = Vector3.Angle(thisObject.up, directionToTarget);
//Debug.Log(angleOnYAxis);
if (Mathf.Abs(angleOnXAxis) < 130 && Mathf.Abs(angleOnXAxis) > 50
&& Mathf.Abs(angleOnYAxis) < 115 && Mathf.Abs(angleOnYAxis) > 62)
{
//Debug.DrawLine(transform.position, target.position, Color.green);
return true;
}
return false;
}
public static bool HasLineOfSight(string objectTag)
{
RaycastHit hit;
Vector3 direction = target.position - thisObject.position;
//Debug.Log(direction);
if (Physics.Raycast(thisObject.position, direction, out hit, length))
{
if (hit.transform.tag == objectTag)
{
Debug.DrawRay(thisObject.position, direction * 0.96f, Color.red);
return true;
}
else
{
return false;
}
}
else
{
return false;
}
}
public static GameObject SortObjects(string objectTag)
{
targetName = GameObject.FindGameObjectsWithTag(objectTag);
GameObject closestObject = null;
for (int i = 0; i < targetName.Length; i++)
{
if (Vector3.Distance(thisObject.position,
targetName[i].transform.position) <= length)
{
if (InFront(targetName[i].transform))
{
if (closestObject == null)
{
closestObject = targetName[i];
}
else
{
if (Vector3.Distance(targetName[i].transform.position, thisObject.position) <= Vector3.Distance(closestObject.transform.position, thisObject.position))
{
closestObject = targetName[i];
}
}
}
}
}
return closestObject;
}
public static bool ObjectCheck(string objectTag)
{
//Debug.Log(SortObjects(objectTag));
if (SortObjects(objectTag) != null)
{
target = SortObjects(objectTag).transform;
//Debug.Log(target);
if (InFront(target) && HasLineOfSight(objectTag))
{
return true;
}
else
{
return false;
}
}
else
{
return false;
}
}
I'm essentially calling ObjectCheck() with the tag I want to check for to get the closest, visible, object with that tag. What is wrong with this code??
Answer by streeetwalker · Sep 07, 2020 at 07:22 AM
Hi @MikeFParkin, the code looks OK at a glance. Otherwise it would not work at all. So perhaps the problem is elsewhere.
Put a debug statement on the first line of your Raycast hit to see if you are getting any hit at all. (currently you are debug drawing a line only if the tag matches).
Here are some things to check:
make sure all objects have active collider components.
are the objects moving? That can be a problem if they are moving quickly
Your answer

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