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Question by Actnshj200 · Dec 05, 2017 at 10:35 AM · unity 5physicsraycastingray

Why wont my Raycast update...?

Here is my Ai Script. The problem probably lies within my update function or my RayHit() function. The character does not move as the character rotates. It will hit my direction at first but its position wont update. Here is some images of my setup. alt text alt text

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.AI;
 
 public class soldierAI : MonoBehaviour {
     Animator move;
     public CharacterController controller;
     public NavMeshAgent agent;
     public RectTransform ViewTopHealth;
     public RectTransform ViewTopShield;
     public bool InSight = false;
     public Transform RaySpawn;
     public float speed = 300;
     // Use this for initialization
     void Start () {
         move = GetComponent<Animator>();
         controller = GetComponent<CharacterController>();
     }
     
     // Update is called once per frame
     void Update ()
     {
         if (InSight == true)
         {
             RayHit();
         }
         if (InSight==false)
         {
            move.SetBool("soldierWalk", true);
         }
         
     }
 
     void SoldierAnim()
     {
         
     }
     void RayHit()
     {
         //Ray myRay;
         RaycastHit hit; // Hit input
         Physics.Linecast(RaySpawn.position, RaySpawn.position*speed, out hit); //Collision Data
         Debug.DrawLine(RaySpawn.position, RaySpawn.position * speed, Color.red, .001f); // Renders Line Output
 
         if (hit.collider.tag == "Player")
         {
 
             if (hit.transform.gameObject.GetComponent<healthBar>())
             {
 
                 hit.transform.gameObject.SendMessage("HandleBarUpdateHealthbar");
 
 
             }
 
 
         }
 
     }
 
     void OnTriggerEnter(Collider other)
     {
 
 
 
         if (other.tag == "Player")
         {
             //RayHit();
             agent.isStopped = true;
             InSight = true;
             move.SetBool("soldierWalk", false);
             move.SetBool("soldierShooting", true);
         }
 
 
 
 
 
         if (other.tag == "Helper")
         {
             //RayHit();
             agent.isStopped = true;
             InSight = true;
             move.SetBool("soldierWalk", false);
             move.SetBool("soldierShooting", true);
         }
 
 
 
 
     }
     void OnTriggerStay(Collider other)
     {
 
 
 
 
 
         if (other.tag == "Player")
         {
            // RayHit();
             agent.isStopped = true;
             move.SetBool("soldierWalk", false);
             move.SetBool("soldierShooting", true);
         }
 
 
         if (other.tag == "Helper")
         {
             //RayHit();
             agent.isStopped = true;
             move.SetBool("soldierWalk", false);
             move.SetBool("soldierShooting", true);
         }
 
 
 
 
     }
 
    void OnTriggerExit(Collider other)
     {
         if (other.tag == "Player")
         {
 
             InSight = false;
             move.SetBool("soldierWalk", true);
             move.SetBool("soldierShooting", false);
         }
 
 
         if (other.tag == "Helper")
         {
             InSight = false;
             move.SetBool("soldierWalk", true);
             move.SetBool("soldierShooting", false);
         }
     }
 }
 


ray.png (399.5 kB)
component.png (13.7 kB)
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avatar image meat5000 ♦ · Dec 07, 2017 at 02:03 PM 0
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I dont get what you are trying to do with the Endpoint in your statement

 Physics.Linecast(RaySpawn.position, RaySpawn.position*speed, out hit);

RaySpawn.position*speed doesnt make sense to me as the endpoint for your ray.

Also I see that speed is set to 300 and never changes?

To project a ray forward with respect to the object, you need to use the local z axis of the object's transform.

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