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Question by EyadThedevelopingBoi · Jan 22, 2021 at 12:58 PM · 2dcollisionraycastraycastingraycasthit2d

My Raycasts seem to sometimes miss

Basically, I am Making a script that spreads grass, The script creates a ghost seed, And if the raycast hits a certain Biome, it will spawn the seed, which then grows then rinse and repeat alt text

It starts out working really well, So I can safely assume that the script I made isn't wrong, However... ![![alt text][2]][2]

As You can see it then starts putting the seeds on the grass, But then it goes back to normal after sometime

Yes it probably wasn't the smartest idea to use 2d colliders and raycasts then try to have raycasts casting on points, However I am in too deep and it took a while to make the biomes

However they do only spread in the same biome so it isn't completely messed up

Here is the for the GhostSeed:-

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class GhostSeedScript : MonoBehaviour
 {
     public GameObject Seed;
     public string FoliageBiome;
     void Start()
     {
         RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.zero);
 
         if (hit && hit.collider.gameObject.tag != FoliageBiome)
         {
             Destroy(gameObject);
         }
         else if (hit && hit.collider.gameObject.tag == FoliageBiome)
         {
             Instantiate(Seed, transform.position, Quaternion.identity);
         }
     }
 }

Ps. I tried firing the raycasts sideways but that didn't work because then the grass will spread out side the biome, Also the grass indeed has colliders :D

screenshot-2021-01-22-145015.png (21.6 kB)
screenshot-2021-01-22-144814.png (3.5 kB)
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avatar image logicandchaos · Jan 22, 2021 at 02:54 PM 1
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You can debug rays to see where they go.

avatar image Mashimaro7 · Jan 23, 2021 at 01:19 PM 1
Share

To further elaborate on the previous comment, you can use Debug.DrawLine() to debug raycasts.

This video shows how to do this. https://youtu.be/fFq5So-UB0E?t=949

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