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Question by Batka · Nov 04, 2016 at 02:48 PM · raycastraycastingraycasthitraycasthit2d

I can't get RayCast to report the collider I want.

Hi,

I am making a game, where I want to check right before the ball collides with the last object in the level.

Here is the code I have so far:

 void Update()
         {    
             if (GameManager.instance.GetCurrentLevelRLNumb() % 5 == 0 && isLastObstacle  && shouldSlowDown)
             {
                 Obstacle obs = GameManager.instance.LastObstacle ;
                 
                 string name = obs ._gameObject.name;
                 Vector2 obs Pos = obs ._transform.position;

                 Debug.Log("<color=yellow>Name is: </color>" + name + "<color=green>position is: </color>" + obsPos.ToString());

                 Vector2 ballPos = ball.transform.position;
                 Vector2 direction = (obsPos - ballPos);//.normalized;

                 RaycastHit2D hit = Physics2D.Raycast(ballPos, direction);
                 Debug.DrawRay(ballPos, direction, Color.green);

                 if(hit.transform != null && !hit.transform.name.Equals("Ball"))
                 {
                     Debug.Log(hit.transform.name);
                 }
                 
             }
         }

The thing is, when I debug log the Name and Position of the last Obstacle, it really is the last in game.

I even took screenshot, with the Debug.DrawRay showed in scene view, how it collides with the last obstacle:

alt text

Things I want to note:

The lastObstacle is trigger, but I double checked if 'Queries hit triggers' is checked, both in Physics and Physics2D.

I also checked that Z position is same for ball and obstacle.

I am very grateful for any direction you give me,

scshot.png (52.0 kB)
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Answer by Batka · Nov 04, 2016 at 03:25 PM

Ok I solved it without raycast.

I used Vector3.Distance to see if the ball is close enough to the obstacle.

Far simplier and easier to change later :)

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