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Question by micheal_s · Mar 02, 2019 at 10:19 PM · reflectionvector2raycasthit2dcollisionsreflect

Vector2.Reflect returns opposite reflection

I'm trying to create a ricochet for a 2D game using raycasts to detect and calculate a reflection. But the reflection seems to work only sometimes. please help. heres my code:

 public class Projectile : MonoBehaviour
 {
     [SerializeField] float speed = 3f;
     [SerializeField] LayerMask collisionMask;
     
 
    
 
     void Update()
     {
           
     }
 
     private void FixedUpdate()
     {
         transform.Translate(Vector2.up * speed * Time.deltaTime);
 
         Reflect();
     }
 
 
 
     private void Reflect()
     {
         Ray2D ray = new Ray2D(transform.position, transform.up);
         RaycastHit2D hitInfo = Physics2D.Raycast(transform.position, transform.up, Time.deltaTime * speed + 0.5f, collisionMask);
         Debug.DrawRay(transform.position, transform.up,Color.blue);
        if (hitInfo)
         {
             Vector2 reflectDir = Vector2.Reflect(ray.direction, hitInfo.normal);
             Debug.Log(reflectDir);
             Debug.Log(hitInfo.normal);
             
             float rot = 90 - Mathf.Atan2(reflectDir.x, reflectDir.y) * Mathf.Rad2Deg;
             transform.eulerAngles = new Vector3(0, 0, rot);
             Debug.Log("gay");
         }
     }
 }

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