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Question by EliotVR · Jul 20, 2019 at 12:29 PM · raycastbullet

Physics.Raycast Interval problem in the FixedUpdate().

Hello. I'm making bullet system using Physics.Raycast.

Because my bullet is very fast. It moves 100unit per second.

I have a problem in my bullet system. Bullet doesn't hit object at certain distance.

example alt text

I shoot red point. Bullet doesn't hit dummy.

But I shoot the bullet green point. Bullet hit dummy.

  protected virtual void FixedUpdate()
         {
             if (m_IsFired == false)
                 return;
 
             // Projectile step per frame based on velocity and time.
             float stepLength = Time.fixedDeltaTime * velocity;
             Vector3 step = transform.forward * stepLength;
        
             Array.Clear(HitResults, 0, HitResults.Length);
 
             //Debug.DrawRay(transform.position, transform.forward * stepLength, Color.red, 3.0f);
             int HittedCount = Physics.RaycastNonAlloc(transform.position, transform.forward, HitResults, stepLength * RaycastAdvance, layerMask);
 
             IsDead = false;
 
             if (HittedCount > 0) // Hit!
             {
                 BulletHitHandling(HittedCount);
 
                 if (IsDead)
                 {
                     OnProjectileDestroy();
                 }
             }
 
             // Advances projectile forward
             transform.position += step;
             TraveledMeter += stepLength;
 
             if (TraveledMeter > EffectiveFireRange)
                 OnProjectileDestroy();           
         }

My Bullet code

Is there any solution of this problem?

Thank you for reading. I

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avatar image Vega4Life · Jul 20, 2019 at 04:28 PM 0
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I don't see any clear answer this second, but is there a reason to use your Raycast in FixedUpdate? FixedUpdate isn't guaranteed to be called every frame, and I consider raycast equivalent to input for the most part.

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