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Question by alukard69666 · Dec 31, 2016 at 03:31 PM · c#raycastcollision detectionraycasthit

raycasthit to set new move location

I am currently trying to use a raycasthit to check if im hitting a wall on mouseclick and if so, set the character to move to that position instead of the mouse position. Ive tried utilizing a few different methods but the current iteration I am using makes it so the player doesn't move at all.

This is my current player script:

using UnityEngine; using System.Collections;

public class PlayerMovement : MonoBehaviour {

 public float speed = 1.0f;
 public bool moving = false;
 public bool isMoving = false;
 public float stopRange = .5f;
 public float distance;

 private Vector3 endPoint;
 private Vector3 target;

 private Rigidbody2D RB;
 private Ray ray;
 // Use this for initialization
 void Start () 
 {
     //get the rigidbody on player
     RB = GetComponent<Rigidbody2D> ();
 }

 // Update is called once per frame
 void Update () {

     distance = Vector3.Distance (endPoint, transform.position);

     // if player is moving without mouse click
     if (Input.GetMouseButtonDown (0) && !moving) 
     {
         movement ();
     }
     //if the player is moving with mouse click
     else if (Input.GetMouseButtonDown (0) && moving) 
     {
         //stop the player from moving
         RB.isKinematic = true;
         movement ();

     }

     if (distance >= stopRange) 
     {
         RB.MovePosition (transform.position + target * speed * Time.deltaTime);
     }
     else if (distance <= stopRange)
     {
         moving = false;
     }
 }

 public void movement()
 {
     moving = true;

     **RaycastHit2D hit = Physics2D.Raycast(transform.position, Camera.main.ScreenToWorldPoint (Input.mousePosition));
     endPoint = Camera.main.ScreenToWorldPoint (Input.mousePosition);
     //ray = Camera.main.ScreenPointToRay (Input.mousePosition);
     if (hit != null)
     {
         Debug.Log ("step 1 done");
         Debug.Log ("  |_hit.point = " + hit.point);
         if (endPoint.x != hit.point.x && endPoint.y != hit.point.y) 
         {
             endPoint.x = hit.point.x;
             endPoint.y = hit.point.y;
             Debug.Log ("    |_newEndpoint = " + endPoint);
         }
     }**
     Debug.Log ("endpoint = " + endPoint);
     //make it so player can move
     RB.isKinematic = false;
     //get the mousepoint clicked position
     endPoint.z = 0;
     //normalize the position the player must reach
     target = (endPoint - transform.position).normalized;
 }

}

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avatar image alukard69666 · Jan 03, 2017 at 12:12 PM 0
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Im sorry, thought I could bold the code portion that i was using but the below snippet is what I am using Raycasthit2d for

 RaycastHit2D hit = Physics2D.Raycast(transform.position, Camera.main.ScreenToWorldPoint (Input.mousePosition));
          endPoint = Camera.main.ScreenToWorldPoint (Input.mousePosition);
          //ray = Camera.main.ScreenPointToRay (Input.mousePosition);
          if (hit != null)
          {
              Debug.Log ("step 1 done");
              Debug.Log ("  |_hit.point = " + hit.point);
              if (endPoint.x != hit.point.x && endPoint.y != hit.point.y) 
              {
                  endPoint.x = hit.point.x;
                  endPoint.y = hit.point.y;
                  Debug.Log ("    |_newEndpoint = " + endPoint);
              }
          }



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