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Question by Dave11 · Jun 26, 2014 at 04:29 AM · javascriptraycast

Raycasting2D please help

im have problem you can help please? please i send my script i need convert Raycasting shoot at 2D can you help please

var hit : RaycastHit;
var fwd = Spawn.TransformDirection(Vector3.forward);

         Debug.DrawRay(Spawn.position,fwd);              
 
         if(Physics.Raycast(Spawn.position,fwd,hit,range)){
             if(hit.collider.tag == "Dirt"){                            
                 Instantiate(DirtImpact,hit.point,Quaternion.FromToRotation(Vector3.forward,hit.normal));
             if(hit.rigidbody !=null)
                hit.rigidbody.AddForceAtPosition(fwd * power,hit.point);
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avatar image supernat · Jun 26, 2014 at 04:50 AM 0
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I don't understand the problem. Could you clarify what is wrong?

avatar image Dave11 · Jun 26, 2014 at 03:20 PM 0
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This script works for 3d fps I need to shoot a 2D view when you change the Vector2, right. a rigidbody to 2D does not work, but if you delete hit, it works but does not shoot ,Help

var hit : RaycastHit2D;

var fwd = Spawn.TransformDirection(Vector2.right);

     Debug.DrawRay(Spawn.position,fwd);              
 
     if(Physics2D.Raycast(Spawn.position,fwd,hit,range)){
         if(hit.collider.tag == "Dirt"){                            
             Instantiate(DirtImpact,hit.point,Quaternion.FromToRotation(Vector3.forward,hit.normal));
         if(hit.rigidbody2D !=null)
            hit.rigidbody2D.AddForceAtPosition(fwd * power,hit.point);
avatar image Dave11 · Jun 27, 2014 at 06:17 AM 0
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this is finnal ,i made it this is raycasting for 2D

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Answer by Dave11 · Jun 27, 2014 at 06:02 AM

     if(Canfire == true && IsReloading == false){

var hit : RaycastHit2D; hit = Physics2D.Raycast(transform.position,transform.right); var fwd = Spawn.TransformDirection(Vector2.right);

         Debug.DrawRay(Spawn.position,fwd);              
 
         if(Physics2D.Raycast(Spawn.position,fwd,range)){
                    if(hit.collider.tag == "Dirt"){                    
                 Instantiate(DirtImpact,hit.point,Quaternion.FromToRotation(Vector3.forward,hit.normal));
             if(hit.rigidbody !=null)
                hit.rigidbody.AddForceAtPosition(fwd * power,hit.point);
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