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Question by GGcreatorofG · Aug 27, 2019 at 09:57 PM · raycastlayermask

My raycast ignores layer mask, could you give me some advice?

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class PlayerController : MonoBehaviour { public Camera cam;

 public LayerMask movementMask;

 public Interactable focus;

 // Start is called before the first frame update
 void Start()
 {
      
 }

 // Update is called once per frame
 void Update()
 {
   if (Input.GetMouseButtonDown(0))
     {
         Ray ray = cam.ScreenPointToRay(Input.mousePosition);
         RaycastHit hit;

         if (Physics.Raycast(ray, out hit, movementMask))
         {
             Debug.Log("We hit" + hit.collider.name + " " + hit.point);
         }

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Answer by xAdamQ · Aug 28, 2019 at 12:21 PM

the third parameter is maxDistance not layer, you have to edit it and write maxDistance then layerMask.

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avatar image Bonfire-Boy · Aug 28, 2019 at 12:40 PM 0
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You only actually want to write "maxDistance" if you've defined that as a float variable. What you may actually want to do in this case (to preserve the intent of the code in the question) is write "$$anonymous$$athf.Infinity" for the maxDistance. That's the default when you don't provide a max distance, which you haven't.

See (final entry on...) https://docs.unity3d.com/ScriptReference/Physics.Raycast.html

avatar image GGcreatorofG · Aug 29, 2019 at 10:54 AM 0
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Thanks guys. I got frustrated after few days of working in unity so i totally forgot about that.

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