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Question by Metorphium · Dec 25, 2016 at 06:03 PM · raycastcolliders

Have 3 Raycast hit 3 different colliders?

How can i avoid for example 3 Raycast hitting the same object multiple times? These 3 Raycast are all casted at the same time and i'd like the other 2 Raycast avoid the already hit Collider.

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Answer by RobAnthem · Dec 25, 2016 at 06:11 PM

Create a bool like HasHit, you can set it to true during the collision event, and ten declare a "cooldown" by adding a deltaTime counter, or make a Coroutine but I don't think its necessary here. Usually what I'd do is create references to the colliders, maybe even do a LastHitColllider variable. Post your code, and maybe we can help alter it with you.

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avatar image Metorphium · Dec 25, 2016 at 06:13 PM 0
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i had the thought of making a bool to return a function if it already has been triggered but i doubt it would work as all raycasts are casted at the same time.... or would that work?

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Answer by UrielKane · Dec 26, 2016 at 06:53 AM

I dont know if there is a way to do that, but what you can do is ignore all colliders exept one. I'm not sure but maybe there is a way to do what you want.

Anyway here's the example that i found on the docs some time ago.

 function OnTriggerEnter (other : Collider) {
         //print("something enter the trigger");
         var ray : Ray;
         var hit : RaycastHit;
         var relativePos : Vector3 = (transform.position - StartingPos);
         var rotation : Quaternion = Quaternion.LookRotation(relativePos);
         ray.direction = relativePos;
         ray.origin = StartingPos;
 
         if (other.Raycast(ray, hit, 1000.0)) {
             //print("Something was hit");
         }
     }

the variable "StartingPos" is a vector3 that i store at the start of the behaviour for get the direction of the ray. This is actually a bullet script that rather than shoot a raycast i instantiate a gameobject with rigidbody and trigger collider. I end using this instead of let the physic engine process the collisions. And i was checking the hit position with this weird raycast function, becouse "OnTrigger" stuff dont give you any contact point like "OnCollision" calls.

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