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Question by TheSorm · May 26, 2016 at 04:44 PM · c#cameraraycastraycastingdirection

Raycasting with Rotation of Camera

I have a Line Renderer and i check if one Line of the renderer Collides with Something. I use Raycasting to check for Collision i raycast from every Vector3 of line renderer to the next one. The Problem is that the Rotation of the player isnt in my calculation, so the raycasting only takes place on one single line undependet from the players direction. I dont know how to fix that problem, here is a picture of the problem. alt text alt text How you can see the Rays are facing in the right direction but they are not have the right start points, it should look like in picture one, wathever direction the player is loking.

     for (int n = 0; n < 200; n++) {
         vectors[n].x = n / 10.0F;
         vectors[n].y = cam.transform.position.y + 2*((vectors[n].x - 2) * (vectors[n].x - 2)) + 4;
         vectors[n].z = 0;
         if (n >= raycastAccuracy) {
             if (Physics.Raycast(new Vector3(cam.transform.position.x, 0, cam.transform.position.z) + vectors[n - raycastAccuracy], (vectors[n - raycastAccuracy] - vectors[n] + new Vector3(cam.transform.forward.x, 0, cam.transform.forward.z)).normalized, out hit, Vector3.Distance(vectors[n - raycastAccuracy], vectors[n]))) {
                 if (!hit.transform.CompareTag("RemotePlayer")) {
                     Debug.Log(hit.transform.name);
                     xMax = hit.point.x;
                     break;
                 }
             }
         }
     }

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2.png (376.4 kB)
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avatar image Glurth · May 26, 2016 at 08:43 PM 0
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It is not clear to me what the problem is. I don't know what the red arrow is indicating.

avatar image TheSorm Glurth · May 26, 2016 at 08:59 PM 0
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The red Arrow show the direction the camera is facing at

avatar image Wolfrik_Creations · May 27, 2016 at 10:14 PM 0
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transform.Forward?

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