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Question by chainylol · Mar 02, 2020 at 04:39 PM · raycastnullreferenceexceptionnull

Help with raycast == null

Hey all, so i have a bit of a problem which i just cant seem to find a solution to. Imagine this: An enemy ship moves towards a grid of tiles (0.5 unit grid). If it collides with a tile, it adds it to an array of objects to attack. Then it shoots a raycast at the tile above and at the tile below. If they are != null, they are also added to the array. If one of the tiles are null, the script does not work. It works fine if all tiles are existing, but if only one or two are there, it breaks. Any help appreciated. Thanks.

Here is the function:

 private void OnTriggerEnter2D(Collider2D collision)
 {
     if(collision.tag == "MortarRange") 
     {
         health -= 10;
     }
 
     if (!isGoingBack)
     {
         if (canTag)
         {
             if (collision.tag != "Enemy")
             {
                 if (collision.tag == "Tile" || collision.tag == "Building")
                 {
                     targets.Clear();
                     canClear = false;
                     canMove = false;
                     collision.GetComponent<SpriteRenderer>().color = Color.red;
                     targets.Add(collision.gameObject);
                     canTag = false;
 
                     RaycastHit2D hit = Physics2D.Raycast(new Vector2(targets[0].transform.position.x, targets[0].transform.position.y + 0.5f), Vector2.zero);
 
                     if (hit.collider.gameObject != null)
                     {
                         if (hit.collider.name != "tile_water_rocks(Clone)" && hit.collider.tag != "Enemy")
                         {
                             targets.Add(hit.collider.gameObject);
                             hit.collider.GetComponent<SpriteRenderer>().color = Color.red;
                         }
                     } 
                     
 
 
                     RaycastHit2D hit2 = Physics2D.Raycast(new Vector2(targets[0].transform.position.x, targets[0].transform.position.y - 0.5f), Vector2.zero);
                     if (hit2.collider.gameObject != null)
                     {
                         if (hit2.collider.name != "tile_water_rocks(Clone)" && hit.collider.tag != "Enemy")
                         {
                             targets.Add(hit2.collider.gameObject);
                             hit2.collider.GetComponent<SpriteRenderer>().color = Color.red;
                         }
                        
                     } 
 
                     CancelInvoke("Attack");
                     InvokeRepeating("Attack", 0.1f, 3);
                 }
             }
 
         }
     }
 }


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avatar image Hellium · Mar 02, 2020 at 04:50 PM 0
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I haven't read your code completely, but giving Vector2.zero as direction in the Physics2D.Raycast method does not make sense.

avatar image Hellium · Mar 02, 2020 at 04:51 PM 0
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You may want to do this ins$$anonymous$$d:

 RaycastHit2D hit = Physics2D.Raycast(targets[0].transform.position, Vector2.up);

and

 RaycastHit2D hit2 = Physics2D.Raycast(targets[0].transform.position, -Vector2.up);
avatar image chainylol Hellium · Mar 02, 2020 at 04:55 PM 0
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Its a 2D game and the raycast shoots just where i want it to. Thats not the problem.

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