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Question by BLSturton · Aug 30, 2020 at 02:55 PM · aienemyenemy ai

How do I make a 2d enemy change direction upon hitting a wall?

I'm trying to make an enemy for my 2d platformer who moves to the right until they reach an edge or a wall, then moving left and repeating the process. I've managed to make it so they turn when reaching an edge, but not when hitting a wall. Instead, they keep running into the wall. Here's my code.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class EnemyPatrol : MonoBehaviour
 {
     public float speed;
     public float distance;
 
     private bool movingRight = true;
 
     public Transform groundDetection;
 
     void Update()
     {
         transform.Translate(Vector2.right * speed * Time.deltaTime);
 
         RaycastHit2D groundInfo = Physics2D.Raycast(groundDetection.position, Vector2.down, distance);
         if (groundInfo.collider == false)
         {
             if (movingRight == true)
             {
                 transform.eulerAngles = new Vector3(0, -180, 0);
                 movingRight = false;
             }
             else
             {
                 transform.eulerAngles = new Vector3(0, 0, 0);
                 movingRight = true;
             }
           
         }
         private void OnCollisionEnter2D(Collision2D collision)
     if (collide.collider.gameObject.tag == "Wall")
         {
             Debug.Log("E");
             if (movingRight == true)
             {
                 transform.eulerAngles = new Vector3(0, -180, 0);
                 movingRight = false;
             }
             else
             {
                 transform.eulerAngles = new Vector3(0, 0, 0);
                 movingRight = true;
             }
 
         }
     }
 }
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Answer by andrew-lukasik · Aug 30, 2020 at 04:01 PM

 [SerializeField] Transform wallDetection;
 [SerializeField] LayerMask wallLayerMask;
 
 if( movingRight==true )
 {
     Vector3 origin = wallDetection.position;
     Vector3 dir = Vector2.right;
     RaycastHit2D hit = Physics2D.Raycast( origin , dir , distance , wallLayerMask );
     if( hit.collider!=null )
     {
         movingRight = false;
         Debug.DrawLine( origin , hit.point , Color.red );
     }
     else Debug.DrawLine( origin , origin + dir*distance , Color.white , 0.01f );
 }
 else
 {
     Vector3 origin = wallDetection.position;
     Vector3 dir = -Vector2.right;
     RaycastHit2D hit = Physics2D.Raycast( origin , dir , distance , wallLayerMask );
     if( hit.collider!=null )
     {
         movingRight = true;
         Debug.DrawLine( origin , hit.point , Color.red );
     }
     else Debug.DrawLine( origin , origin + dir*distance , Color.white , 0.01f );
 }
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