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Question by Bonnie49er1 · Jul 31, 2021 at 08:41 PM · errorraycast

Look Rotation viewing vector is zero. Raycast problem

Hello I am having an issue with my unity project. The problem is every time I "shoot" a probuilder cube it says "Look Rotation viewing vector is zero" it brings me to the Shoot() function I made

    private void Shoot()
     {
         
         bang.Play();
         readyToShoot = false;
 
         //Spread
         float x = Random.Range(-spread, spread);
         float y = Random.Range(-spread, spread);
 
         //Calculate Direction with Spread
         Vector3 direction = FPSCam.transform.forward + new Vector3(x, y, 0);
 
         //RayCast
         if (Physics.Raycast(FPSCam.transform.position, FPSCam.transform.forward, out rayHit, range, whatIsEnemy))
         {
             Debug.Log(rayHit.collider.name);
 
             if (rayHit.collider.CompareTag("Enemy"))
             {
                 rayHit.collider.GetComponent<Enemy>().TakeDamage(damage);
             }
         }
 
         Instantiate(bulletHoleGraphic, rayHit.point, Quaternion.LookRotation(rayHit.normal));
         
 
         
 
         bulletsLeft--;
         bulletsShot--;
 
         Invoke("ResetShot", timeBetweenShooting);
 
         if (bulletsShot > 0 && bulletsLeft > 0)
             Invoke("Shoot", timeBetweenShots);
     }



 

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avatar image CodesCove · Aug 01, 2021 at 10:27 PM 0
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you use rayHit in the Instantiate method place and align the rotation but you don't make sure the Raycast actually hits something when Instantiating. Move the Instantiate inside the if(Raycast...{ } clause and it should be ok.

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