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Question by ECortina · Dec 30, 2020 at 11:33 AM · collisionlinerenderertriggersraycastall

RaycastAll doesnt register collisions correctly.

We were trying to create a 3D laser puzzle with mirrors but the collisions don't register with the raycast as we expected. When there's a wall the line renderer goes through all the objects, but if we lift the wall leaving a blank space behind the objects, the line renderer does reflect, but the raycast registers the whole line.

This is our code:

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

[RequireComponent(typeof(LineRenderer))]

public class Reflection : MonoBehaviour { public int reflections; public float maxLength;

 private LineRenderer lineRenderer;
 private Ray ray;
 private RaycastHit[] hit;
 private Vector3 direction;


 bool broke = false;

 void Awake()
 {
     lineRenderer = GetComponent<LineRenderer>();
 }

 void Update()
 {
     ray = new Ray(transform.position, transform.forward);
     lineRenderer.positionCount = 1;
     lineRenderer.SetPosition(0, transform.position);

    
     float remainingLength = maxLength;

     for (int i = 0; i < reflections; i++)
     {

         broke = false;

       

         hit = Physics.RaycastAll(ray.origin, ray.direction, remainingLength);
         if (Physics.RaycastAll(ray.origin, ray.direction, remainingLength) != null)
         {
             
             for (int h = 0; h < hit.Length; h++)
             {
                 if (!broke)
                 {


                     if (hit[h].collider.isTrigger == false)
                     {

                         lineRenderer.positionCount += 1;
                         lineRenderer.SetPosition(lineRenderer.positionCount - 1, hit[h].point);
                         remainingLength -= Vector3.Distance(ray.origin, hit[h].point);
                         if (hit[h].collider.tag == "Mirror")
                         {
                             ray = new Ray(hit[h].point, Vector3.Reflect(ray.direction, hit[h].normal));
                             
                             broke = true;
                             
                             //break;
                         }
                         break;

                     }
                     else
                     {
                         Debug.Log("hit " + hit[h].collider.name);
                     }
                 }
                 
             }

         }
         else
         {
             lineRenderer.positionCount += 1;
             lineRenderer.SetPosition(lineRenderer.positionCount - 1, ray.origin + ray.direction * remainingLength);
         }
     }
     
 }

}

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