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Question by TheAnimatedKiddo · Sep 30, 2020 at 10:16 AM · c#errorraycastbugline renderer

Line Renderer not showing

So I copied Dani's grappling script and modified it since I am using a character controller. It was working pretty well but when I restarted Unity, my Line Renderer has disappeared! I tried re adding the component but nothing worked.

So I investigated, went back to the video but nothing yet. Then when I was grappling below my map, I found out that the line renderer was stuck at the tip of my main canvas. I had 3 or more canvas'(Is that the problem, no it couldn't. It was working just fine with 3 canvas') So I am stuck with that but I will get back to this forum after. Please reply asap! alt text

 using System;
 using System.Collections;
 using UnityEngine;
 
 public class GrapplingGun : MonoBehaviour
 {
 
     public LineRenderer lr;
     private Vector3 grapplePoint;
     public LayerMask whatIsGrappleable;
     public Transform gunTip, camera, player;
     private float maxDistance = 100f;
     private SpringJoint joint;
     public CharacterController characterController;
     public Rigidbody rb;
     public PlayerMovement playerMovement;
     public bool isGrappling;
 
     private void Start()
     {
         PlayerMovement playerMovement = GetComponent<PlayerMovement>();
     }
     void Awake()
     {
         lr = GetComponent<LineRenderer>();
     }
 
     void Update()
     {
         if (Input.GetMouseButtonDown(1))
         {
             StartGrapple();
         }
         else if (Input.GetMouseButtonUp(1))
         {
             StopGrapple();
         }
         if (isGrappling)
         {
             characterController.enabled = false;
         }
         else characterController.enabled = true;
 
         //Called after Update
         void LateUpdate()
         {
             DrawRope();
         }
 
         /// <summary>
         /// Call whenever we want to start a grapple
         /// </summary>
         void StartGrapple()
         {
             RaycastHit hit;
             if (Physics.Raycast(camera.position, camera.forward, out hit, maxDistance, whatIsGrappleable))
             {
                 grapplePoint = hit.point;
                 joint = player.gameObject.AddComponent<SpringJoint>();
                 joint.autoConfigureConnectedAnchor = false;
                 joint.connectedAnchor = grapplePoint;
                 rb.useGravity = true;
                 isGrappling = true;
 
                 float distanceFromPoint = Vector3.Distance(player.position, grapplePoint);
 
                 //The distance grapple will try to keep from grapple point. 
                 joint.maxDistance = distanceFromPoint * 0.8f;
                 joint.minDistance = distanceFromPoint * 0.25f;
 
                 //Adjust these values to fit your game.
                 joint.spring = 4.5f;
                 joint.damper = 7f;
                 joint.massScale = 4.5f;
 
                 lr.positionCount = 2;
                 currentGrapplePosition = gunTip.position;
             }
         }
 
 
         /// <summary>
         /// Call whenever we want to stop a grapple
         /// </summary>
         void StopGrapple()
         {
             lr.positionCount = 0;
             Destroy(joint);
             rb.useGravity = false;
             isGrappling = false;
         }
     }
 
     private Vector3 currentGrapplePosition;
 
     void DrawRope()
     {
         //If not grappling, don't draw rope
         if (!joint) return;
 
         currentGrapplePosition = Vector3.Lerp(currentGrapplePosition, grapplePoint, Time.deltaTime * 8f);
 
         lr.SetPosition(0, gunTip.position);
         lr.SetPosition(1, currentGrapplePosition);
     }
 
     public bool IsGrappling()
     {
         return joint != null;
     }
 
     public Vector3 GetGrapplePoint()
     {
         return grapplePoint;
     }
 }
 
 


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