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Question by oldark · May 28, 2019 at 08:59 PM · 2dcollisionreflection

Objects generating in unexpected position.

I'm using a player drawn lineRenderer as a collision object. It's static and has a PolygonCollider2D attached to it. In the OnCollisionEnter2D method I have the following to destroy the incoming line and generate a new one to simulate a reflection style event.

 GameObject lineGO = PhotonNetwork.Instantiate("Line", transform.position, Quaternion.identity);
                 Line newLine = lineGO.GetComponent<Line>();
                 Debug.Log("collision point: " + collision.GetContact(0).point);
 
                 Vector2 reflectVector = Vector2.Reflect(collision.otherRigidbody.velocity, collision.GetContact(0).normal);
                 Debug.Log("reflect vector: " + reflectVector);
                 newLine.points = new List<Vector2>();
                 newLine.SetPoint(collision.GetContact(0).point + reflectVector);
                 newLine.SetPoint(collision.GetContact(0).point);

Regarding the image attached, the Orange bordered line contains the polygon collider. The Blue arrow represents the incoming vector of the projectile, and the short yellow-black is the reflected projectile generated by the code snippet above. The logging I have in the SetPoint method shows that the new projectile (which is a lineRenderer) is being drawn at the two points indicated by Red dots. However it is actually appearing where you see it in the image (minus a small amount of movement before I could hit the pause button).

I'm new to Unity and would love any help or suggestions that you all could provide.

alt text

Edit: The setPoint method referenced above

     void SetPoint(Vector2 point) {
         points.Add(point);
         Debug.Log("SetPoint: " + point);
         lineRenderer.positionCount = points.Count;
         lineRenderer.SetPosition(points.Count - 1, point);
     }
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