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Question by CorCoder · Apr 29, 2018 at 08:32 PM · raycastcollidersphysics2d

Why isn't my RaycastHit2D working?

This is my first time using RaycastHit2D, but I really can not seem to get it working and the documentation doesn't help either.

     void FixedUpdate () {
         RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.down, 100f, LayerMask.NameToLayer("Ground"));
         Debug.DrawRay(transform.position, Vector2.down * 100f, Color.red);
 
         if (hit.collider != null) {
             Debug.Log(hit.point);
             Debug.DrawLine(transform.position, hit.point, Color.red);
         }
     }

It doesn't seem to be hitting anything at all, even though I an absolutely certain that it should be hitting an object in the Ground layer.

Could anyone please help me out?

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avatar image Serinx · Apr 29, 2018 at 10:19 PM 0
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Where are you casting from? If you're on the ground when you do the raycast, it might be going through. You could try casting from a slightly raised point.

Also, does it work when you remove the layer parameter? Just so we can eli$$anonymous$$ate that possibility.

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Answer by Bunny83 · Apr 30, 2018 at 02:18 AM

LayerMask.NameToLayer gives you the layer index and not a layer mask. You either want to use LayerMask.GetMask("Ground") instead or just use 1 << LayerMask.NameToLayer("Ground") as layer mask.


Though an usually easier approach would be to declare a public LayerMask variable on your script and set the layers you want in the inspector. In your actual raycast you can just use yourLayerMask.value then.

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avatar image CorCoder · May 01, 2018 at 06:41 AM 0
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Thank you so much! I didn't know that there is a difference between a layer index and a layer mask. The public Layer$$anonymous$$ask variable is a really helpful suggestion as well.

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