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Question by thendricks · Oct 22, 2013 at 08:28 PM · raycasthitspherecast

Enemy Sighting Using SphereCast

Hi, I'm creating an FPS and I was working on an AI which can the player/other AI when they're in front of him and then would attack, but physics.sphereCast isn't working. Please show me where I'm going wrong. here's my code (in JS)

 var fieldOfView : float;
 
 function Update(){
     var pos : Vector3 = transform.position;
     var direction : Vector3 = targetPos.transform.position - transform.position;
     var angle : float = Vector3.Angle(direction, transform.forward);
     
     if(angle < fieldOfView * 0.5f){
         var hit : RaycastHit;
         
         
         if (Physics.SphereCast(pos, 100, transform.forward, hit)) {
             if(hit.collider.tag == "BlueTeam"){
                 Debug.Log("CanSee");
             }
     
         }
     
     }
     
 }
 
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avatar image Owen-Reynolds · Oct 22, 2013 at 09:22 PM 0
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What's wrong? Try always printing hit.transform.name. $$anonymous$$aybe it always hits the ground and you need to raise where you shoot from. $$anonymous$$aybe it always misses. $$anonymous$$aybe your FoV always stops it (another debug.log to check.) $$anonymous$$aybe you are always hitting a giant trigger box you forgot about.

Raycasts are probably better for "seeing." If you sphereCast to an enemy head, just over a wall, it will hit the wall. A sphereCast at a known object is like saying "make sure I can see it, with this much extra room." Checking if you can see any part of them involves extra raycasts, to each part.

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