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Question by floralDenis · Dec 18, 2016 at 08:01 AM · 2draycastraycastingray

Problem with raycast distance

I want to have constant distance at which the raycasting should stop, but script ignore distance parameter. Help me please. Thank in advance.

 void Update()
 {
     float distance = 0.3f;
     Vector2 myvec = transform.position + target.position; 
     RaycastHit2D hit = Physics2D.Raycast(transform.position, -myvec,distance);
     Debug.DrawRay(transform.position, -myvec, Color.yellow);
     if (hit.collider != null)
     {
         print("hitted");
         if(hit.collider.gameObject.CompareTag("earth"))
         print("hit");
     }
 }

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avatar image ElijahShadbolt · Dec 18, 2016 at 08:10 AM 0
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Your Debug.DrawRay does not account for the distance, so it only shows the direction. Are you sure it isn't working as intended?

Shouldn't it be

 Debug.DrawRay(transform.position, -myvec.normalized * distance, Color.yellow);
avatar image slavo · Dec 18, 2016 at 10:59 PM 2
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if you want your ray to go to Target.position, you are calculating direction wrong way.

  Vector2 dirToTarget =  target.position - transform.position;
 RaycastHit2D hit = Physics2D.Raycast(transform.position, dirToTarget, distance);

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Answer by ElijahShadbolt · Dec 20, 2016 at 02:16 AM

     void Update()
     {
         float distance = 0.3f;
         Vector2 myvec = target.position - transform.position; // from transform to target
         RaycastHit2D hit = Physics2D.Raycast(transform.position, myvec, distance);
         Debug.DrawRay(transform.position, myvec.normalized * distance, Color.yellow);
         if (hit.collider != null)
         {
             print("hitted");
             if (hit.collider.gameObject.CompareTag("earth"))
                 print("hit");
         }
     }
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