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Question by Batka · Dec 29, 2016 at 09:26 PM · editorraycastcollidereditorguieditorscript

Raycast in Editor Mode does not work

Hi,

I am trying to render the trajectory path of the ball in my game, in Edit mode. I believe this will help my team in creating levels, as it will require less testing while prototyping.

Here is my code:

 using UnityEngine;
 using UnityEditor;
 using System.Collections;
 
 namespace smthng {
     [ExecuteInEditMode]
     public class TrajectoryGenerator : MonoBehaviour
     {
 
         public int distance; //max distance for beam to travel.
         public LineRenderer lineRenderer; //the linerenderer that acts as trajectory path
         int limit = 100; // max reflections
         Vector2 curRot, curPos;
         
 
         void OnEnable()
         {
         
             StartCoroutine(drawLine());
         }
 
         IEnumerator drawLine()
         {
             int vertex = 1; //How many line segments are there
             bool isActive = true; //Is the reflecting loop active?
 
             Transform _transform = gameObject.transform;
 
             curPos = _transform.position; //starting position of the Ray
             curRot = _transform.right; //starting direction of the Ray
             
             
             lineRenderer.SetVertexCount(1);
             lineRenderer.SetPosition(0, curPos);
 
             while (isActive)
             {
                 vertex++;
                 //add ne vertex so the line can go in other direction
                 lineRenderer.SetVertexCount(vertex); 
 
                 //raycast to check for colliders
                 RaycastHit2D hit = Physics2D.Raycast(curPos, curRot, Mathf.Infinity, LayerMask.NameToLayer(Constants.LayerHited));
                 Debug.DrawRay(curPos, curRot, Color.black, 20);
                 if (hit.collider != null)
                 {
                     Debug.Log("bounce");
                     //position the last vertex where the hit occured
                     lineRenderer.SetPosition(vertex - 1, hit.point);
                     //update current position and direction;
                     curPos = hit.point;
                     curRot = Vector2.Reflect(curRot, hit.normal);
                 }
                 else
                 {
                     Debug.Log("no bounce");
                     isActive = false;
                     lineRenderer.SetPosition(vertex - 1, curPos + 100 * curRot);
 
                 }
                 if (vertex > limit)
                 {
                     isActive = false;
                 }
                 yield return null;
             }
         }
     }
 }
 

The problem is, I have never even saw the Debug.Log("bounce"); appear in the console. In other words, the raycast never detects anything.

I read dozen of articles for this, many pointing that collider detection is impossible in editor mode.

Is this true? Or I have bug that I am not detecting.

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