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Question by Broseph1010 · Aug 01, 2018 at 11:13 PM · c#physicsraycast3draycasthit

What is wrong about this RaycastHit Event???

The raycast event is not firing. Here is the script.

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

 public class FixedJointCreation : MonoBehaviour {
     public GameObject foot;
     public bool CreateJoint = false;
     public float raycastDistance = 100f;
 
 
     // Use this for initialization
     void Start () {
         
     }
     
     // Update is called once per frame
     void Update () {
         int layermask = 1 << 8;
         layermask = ~layermask;
         RaycastHit hit;
         if ((Physics.Raycast(foot.transform.position, -foot.transform.TransformDirection(Vector3.up), out hit, raycastDistance, layermask)) && (CreateJoint == false))
         {
             Debug.DrawRay(foot.transform.position, foot.transform.TransformDirection(Vector3.forward) * hit.distance, Color.yellow);
             FixedJoint fixedjoint = foot.AddComponent(typeof(FixedJoint)) as FixedJoint;
             fixedjoint.breakForce = 3;
             fixedjoint.breakTorque = 10;
             fixedjoint.anchor = foot.transform.position;
             Debug.Log("RaycastFired");
             CreateJoint = true;
             
         }
         else
         {
             CreateJoint = false;
         }
         
         
     }
 }
 
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avatar image UnityCoach · Aug 01, 2018 at 11:41 PM 0
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What doesn't work as expected ?

avatar image Broseph1010 UnityCoach · Aug 02, 2018 at 12:26 AM 0
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It isn't debugging "RaycastFired" and isn't drawing a ray either. The raycast isn't even activated, even when it should be. I tried extreme values for the distance too, and it didn't fix it.

avatar image Harinezumi Broseph1010 · Aug 02, 2018 at 07:19 AM 0
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The "RaycastFired" log message and drawing of the debug ray will only happen if the raycast hits something ( Physics.Raycast() only returns true if it does). You use a layermask, it is possible that you don't hit anything that is on the specified layer.

$$anonymous$$ove the Debug.DrawRay() just before you do the raycast with (a specific distance), or possibly add it to the else branch, and draw it with a different color (to show that this is the raycast that didn't hit anything).

avatar image hexagonius · Aug 02, 2018 at 06:28 AM 0
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is CreateJoints false in the inspector? is the script active? is the gameobject active?

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Answer by UnityCoach · Aug 02, 2018 at 07:55 AM

Try this :

 public class FixedJointCreation : MonoBehaviour
 {
 //     public GameObject foot; // you don't need this, put the script on the object
 //     public bool CreateJoint = false; // you don't need this
     public float raycastDistance = 100f;
     int layermask = -5; // layer mask can be declared here, -5 = everything but Ignore Raycast layer
     RaycastHit hit; // same thing, rayCastHit can be declared here
 
     void FixedUpdate () // I believe creating a Joint would be better in FixedUpdate
     {
         // use transform.up gives the same as transform.TransformDirection(Vector3.up)
 
         Debug.DrawRay(transform.position, transform.forward * raycastDistance, Color.yellow);
 
         // YOU ARE NOT USING THE SAME VECTOR FOR RAYCASTING AND DEBUG, DEBUG USES forward, RAYCASTING uses -up
         if (Physics.Raycast(transform.position, -transform.up, out hit, raycastDistance, layermask))
         {
             FixedJoint fixedjoint = gameObject.AddComponent<FixedJoint>();
             fixedjoint.breakForce = 3;
             fixedjoint.breakTorque = 10;
             fixedjoint.anchor = transform.position;
             Debug.Log("RaycastFired");
             enabled = false; // you can simply disable the component once it's created the joint
          }
      }
  }
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avatar image trojanfoe_ · Aug 02, 2018 at 08:21 AM 0
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It's not obvious what you've changed.

avatar image UnityCoach trojanfoe_ · Aug 02, 2018 at 09:14 AM 0
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That's why I added comments ;)

avatar image Harinezumi trojanfoe_ · Aug 02, 2018 at 09:34 AM 0
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The changes are all commented, but the most important (to your issue) is that Debug.DrawRay() is outside the if(Physics.Raycast(...)) condition so that it is always drawn.

The comments give very good suggestions, I recommend you try UnityCoach's script, it should work.

avatar image UnityCoach Harinezumi · Aug 02, 2018 at 09:53 AM 0
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@Harinezumi , you're right. I usually do what you suggested (changing the color of the Debug.DrawRay whether the Raycast hits or not), but there, I believe the script should be disabled as soon as it hits anything, as its purpose is to create a FixedJoint.

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