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Question by diamondgaming250 · Nov 19, 2020 at 03:56 PM · instantiateraycastdetectiongeneratordynamically

A way to generate walls dynamically

I have a game where you can build your own place and stuff, you can make a custom layout of the place and all, the thing is, i can't figure out how to dynamically create the walls, i tried with Raycasts and if the ray detects another floor tile next to him then checks a bool indicating that can't generate a wall in that space:

 void CheckForWalls()
      {
          RaycastHit hitU;
          RaycastHit hitD;
          RaycastHit hitL;
          RaycastHit hitR;
  
          if (!Physics.Raycast(new Vector3(box.bounds.center.x, box.bounds.center.y, box.bounds.max.z), transform.TransformDirection(Vector3.forward), out hitU, distance))
              occupiedUp = true;
  
          if (!Physics.Raycast(new Vector3(box.bounds.center.x, box.bounds.center.y, box.bounds.min.z), transform.TransformDirection(Vector3.back), out hitD, distance))
              occupiedDown = true;
  
          if (!Physics.Raycast(new Vector3(box.bounds.max.x, box.bounds.center.y, box.bounds.center.z), transform.TransformDirection(Vector3.left), out hitL, distance))
              occupiedLeft = true;
  
          if (!Physics.Raycast(new Vector3(box.bounds.min.x, box.bounds.center.y, box.bounds.center.z), transform.TransformDirection(Vector3.right), out hitR, distance))
              occupiedRight = true;
      }

I don't know if it's because the floors are detecting each other, but there are some occasions where the detection doesn't work really well. All kind of help is appreciated!

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Answer by diamondgaming250 · Nov 21, 2020 at 02:51 AM

Nvmnd i got it. In case someone needs the code, here it is:

It will look for empty spaces to generate the walls later.

 void CheckForWalls()
     {
         RaycastHit hitU;
         RaycastHit hitD;
         RaycastHit hitL;
         RaycastHit hitR;
 
         if (!Physics.Raycast(new Vector3(box.bounds.center.x, box.bounds.center.y, box.bounds.max.z), transform.TransformDirection(Vector3.forward), out hitU, distance, floorLayer))
             notOccupiedUp = true;
         else
             notOccupiedUp = false;
 
         if (!Physics.Raycast(new Vector3(box.bounds.center.x, box.bounds.center.y, box.bounds.min.z), transform.TransformDirection(Vector3.back), out hitD, distance, floorLayer))
             notOccupiedDown = true;
         else
             notOccupiedDown = false;
 
         if (!Physics.Raycast(new Vector3(box.bounds.max.x - 0.1f, box.bounds.center.y, box.bounds.center.z), transform.TransformDirection(Vector3.left), out hitL, distance, floorLayer))
             notOccupiedLeft = true;
         else
             notOccupiedLeft = false;
 
         if (!Physics.Raycast(new Vector3(box.bounds.min.x + 0.1f, box.bounds.center.y, box.bounds.center.z), transform.TransformDirection(Vector3.right), out hitR, distance, floorLayer))
             notOccupiedRight = true;
         else
             notOccupiedRight = false;
     }



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