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Make Particles block Raycasts/Linecasts
I want to make my AI be unable to "see" targets behind a smoke screen Particle System. I generally use Linecasts and Raycasts to check AI awareness, but they ignore particles even with World Colliders checked. I can't use Triggers because I use trigger colliders for something else (flocking and obstacle avoidance).
Is there any way to stop Raycasts when they hit a particle? If not, what would be a good way to implement vision-blocking smoke screens for AI?
Answer by Baste · Oct 07, 2014 at 12:12 PM
You can use triggers! Just put the different sets of colliders on different layers, and set up collision detection and masks on your raycasts to make it all work.
Hey thanks for the answer. $$anonymous$$asks are something I've been using a lot but it's a bit convoluted... I have several Layers in use: a Terrain, Unit, Obstacle. All layers block vision/Raycasts while Unit and Obstacle will trigger avoidance behaviour.
$$anonymous$$y problem is that my units have large sphere collider triggers (in Unit layer) for avoiding each other and smaller box colliders (also in Unit layer) for actual collision, I use a Raycast with Layer$$anonymous$$asks for targeting. If I set Raycasts to be able to hit Triggers, the player would be able to target enemies if they hit the sphere collider ins$$anonymous$$d.
Also, my projectiles use Raycasts to detect collisions rather than colliders, so they would detect a hit on the unit if they passed through the avoidance collider.
Setting the avoidance collider to Obstacle layer makes the units drive in endless circles. Weird. $$anonymous$$aybe I have to add more layers... Joy.
BTW, this is how simple my obstacle avoidance trigger is:
function OnTriggerEnter(col:Collider) {
if (col.gameObject.layer == 8 || col.gameObject.layer == 10) { //Obstacle or Unit Layer
Avoid();
}
}
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