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Question by korvansvarig · Jan 31, 2020 at 11:23 PM · raycastplayervrraycastingsight

Raycast to OVRplayercontroller,Raycast to OVRplayercontroller - bugged

Hello!

For some reason when my enemies are casting a raycast towards my player (to determine if the player are within their sight or not) the ray goes towards the player but way below the OVRPlayerControllers y-position and instead goes through the ground. Is there something wrong with my raycast code or is there something wrong with my unity project which causes this to happen? I have been stuck for days now and would really accept all of your thoughts.

When I use Gizmo.DrawRay the ray is perfectly straight towards the OVRPlayerController.

I have also tried LineCast, but the same issue remains.

Any ideas?

Code of my Debug.DrawRay:

 Debug.DrawRay(transform.position , (player.position - transform.position ) * range, Color.yellow);

Code of my Gizmo which acts like it should:

 Gizmos.color = Color.cyan;
 Gizmos.DrawRay(transform.position, (player.position - transform.position) * range);

Code of my ordinary raycast which is strange:

 RaycastHit hitInfo;
 If(Physics.Raycast(transform.position, player.position - transform.position, out hitInfo, range) {
  
 // check wether or not the hit collider is a player etcetc
  
 }

Unity Version: 2019.3

UPDATE: It seems as if the OVRPlayerController's y-position somehow gets messed up in the update method of the enemy, while in the OnDrawGizmos method within the same enemy the OVRPlayerController's y-position is as expected and is working. I am now the definition of confused and accepts all tips or tricks gladly.. lol.

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Best Answer

Answer by korvansvarig · Feb 01, 2020 at 10:52 AM

Found a solution, I had to add a collider to the OVRPlayerController directly and set gravity and kinematic to true in its rigidbody.

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