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Question by keidaron_unity · Dec 10, 2020 at 11:09 AM · scripting problemraycast

Raycast not taking full length

Hello Unity Community,

yep that was a bad rhyme... anyways. I am currently working on some type of FOV for detecting if something is inside the "View Cone". Firstly I tried to use Triggers with Colliders, but that did not work how I wanted it to be.

Now I am working with Raycasts. I am using a SphereOverlap to detect if anything is inside the possible viewrange, after that I check if the Object is in an specific Angle if so a Message will be sent out, however that is not working as I thought. Because the check if an Object is inside the specific Angle just... takes half or less of the Sight.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ViewScript : MonoBehaviour
 {
     public float radius;        // Distance of Sight
     public LayerMask mask;      // A Layermask for Raycasting
 
     public float curAngle;      // Current Field of View Angle
 
     // Update which gets called every Frame
     private void Update() 
     {
         // Creates a Sphere at the Position of the Object, with an radius and a specific Layermask
         Collider[] hits = Physics.OverlapSphere(transform.position, radius, mask);
 
         // If there are any Objects in Sphere
         if(hits.Length != 0)
         {  
             // For every Object
             for(int i = 0; i < hits.Length; i++)
             {   
                 // [DEBUGGING]
                 Debug.Log($"Object in Sphere: {hits[i].gameObject}");
                 // Draws a Line from Object to Colliding Obj
                 Debug.DrawLine(transform.position, hits[i].transform.localPosition, Color.red, 1f); 
 
                 RaycastHit hit;
                 if(Physics.Raycast(transform.position, hits[i].transform.localPosition, out hit, radius * 2, mask))
                 {
                     float temp_rotation = Vector3.Angle(transform.forward * (radius * 2), hit.transform.localPosition);
                     Debug.Log(temp_rotation);
                     Debug.DrawRay(hit.transform.localPosition, transform.right, Color.green, 2f);
 
                     if(temp_rotation >= 360 - curAngle & temp_rotation <= curAngle)
                     {
                         Debug.Log("Just withing the Sight! :) ");
                     }
                 }
             }
         }
     }
 
 
     private void OnDrawGizmos() 
     {
         Gizmos.DrawWireSphere(transform.position, radius);
 
         var line = transform.position + (transform.forward * radius);
 
         var pos_rotatedLine = Quaternion.AngleAxis(curAngle, transform.up) * line;
 
         var neg_rotatedLine = Quaternion.AngleAxis(360 - curAngle, transform.up) * line;
 
         Gizmos.DrawRay(transform.position, pos_rotatedLine);
         Gizmos.DrawRay(transform.position, neg_rotatedLine);
     }
 }




Any Help would be appreciated, cuz I can FEEL I did just some dumb Maths or thoughts. Kind Regards :)

EDIT: Also I just noticed that the smaller the Obj, the smaller the Length of the check gets.

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