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Question by IrisWillaert · Oct 30, 2020 at 07:04 PM · raycastvector3lerphit

Raycast hit skips 1 if statement at hit

Hi, I'm pretty much a beginner and need some help with my lerper script. My script lerps a cube forward and backward when the cub hits the collider. I'm using a raycast to detect the collision. This works fine for the first hit but does nothing when the second collision occurs but again works on the next hit and so on. I can't seem to find the problem with my script. Any ideas? Thank you so much!!!

 public void Update()
 {
     
     if (hasEntered)
      {
         timeElapsed += Time.deltaTime;

         transform.localPosition = Vector3.Lerp(startPosition, endPosition, (timeElapsed / lerpTime)); 
         
         if (ev.steps == 3)
        // for (int i = 2; i < ev.steps; i++) 
         {
             timeElapsed2 += Time.deltaTime;

             transform.localPosition = Vector3.Lerp(endPosition, startPosition, (timeElapsed2 / lerpTime2)); /
         }

     }

     
     if (Apply)
     {

         RaycastHit hit;
         Ray ray = new Ray(Target.position, Vector3.right); 
         Debug.DrawRay(Target.position, Vector3.right); /

         if (Physics.Raycast(ray, out hit, ModulationRayCast))
         {

             if (hit.collider.tag == "Midstance" && hasHit == false ) 
             {
                 Debug.Log("hit");
                 hasHit = true;

                 if (hasEntered)
                 {
                     Debug.Log("second hit");
                     hasEntered = false;
                     timeElapsed = 0f; 
                     timeElapsed2 = 0f;
                 }
                 
                 else
                 {
                    hasEntered = true;
                    Debug.Log("worked");
                    
                 }

             }
             
             
             if (hit.collider.tag == "IK" ) /
             {
                 
                 hasHit = false;
                 Debug.Log("ik");

             }

         }

       
     }

 }

}

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