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Question by Naggil · Nov 19, 2019 at 09:27 PM · linerendererraycasthit2d

[solved]Problem with Raycast2d and LineRenderer

I want to make a line that reflects in everything until it reaches the max length, but i don't understand why my code isnt working.

     public float LineLenght;
     public int MaxPoints = 4;
     LineRenderer line;
     Vector3 startline;
     Vector3 direction;
     void Start()
     {
         line = GetComponent<LineRenderer>();
     }
 
     void Update()
     {
         if (!line.enabled)
         {
             return;
         }
         line.positionCount = 1;
         line.SetPosition(0, transform.position);
         startline = transform.position;
         direction = transform.up;
         float Length = LineLenght;
         for (int i = 0; i < MaxPoints; i++)
         {
             RaycastHit2D Hit = Physics2D.Raycast(startline, direction, Length);
         
             if (Hit.collider != null)
             {
                 line.positionCount += 1;
                 line.SetPosition(line.positionCount - 1, Hit.point);
                 Length -= Vector3.Distance(startline, Hit.point);
                 startline = Hit.point;
                 direction = Vector3.Reflect(direction, Hit.normal);
             }
             else
             {
                 line.positionCount += 1;
                 line.SetPosition(line.positionCount - 1, startline + direction * Length);
                 Length = 0;
                 break;
             }
         }

in some specific positions it works exactly how i want alt text

but as in the second image in every other position i can't get the reflection and also all the remaning reflection points are set in the same spot i was using a while(Length > 0) loop but with this bug it creates an infinity number of points and crashs my unity alt text what is causing this bug? how can i solve it??

capturar.png (133.4 kB)
capturar.png (121.1 kB)
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Best Answer

Answer by Naggil · Nov 19, 2019 at 10:25 PM

I already solved it the raycast is colling with it self to toggle it off just go to

Edit > Settings > Physics2D

and uncheck "Querries Start in Colliders"

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