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Question by Supitto · Oct 07, 2014 at 04:05 AM · 2draycast

My raycast does not work as espected

I'm doing a 2D game, and i'm tryng to use raycast as a criteria for jump. but my raycast is returning the gameobject who called the raycast.

My code is like that

 if (Input.GetKeyDown(KeyCode.Space)) 
 {
     RaycastHit2D hit = Physics2D.Raycast(transform.position,-Vector2.up,10f);
     if (hit.collider != null ) 
     {
         rigidbody2D.AddForce(Vector3.up * 200);
     }
 }

if i put a print(hiy.collider.name); it returns the name of the gameobject who is casting it.

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avatar image robertbu · Oct 07, 2014 at 04:06 AM 0
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Yep. One solution is to turn the collider off before the Raycast and then turn it back on after. This seems hackish to me, but I have yet to see a better solution. If you know the size of your object, you could extend the start position beyond the edge of the collider.

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Answer by ian_sorbello · Oct 07, 2014 at 05:34 AM

Try doing this

 RaycastHit2D[] hits = Physics2D.RaycastAll(...);
 
 foreach(RaycastHit2D hit in hits)
 {
    if(hit.collider.name != "me")
       ...
 }

(replace "me" with your gameobject's name)

It won't be as performant, but at least enables you to dismiss the gameobjects own collider.

There is also the Physics2D.IgnoreCollision() call - take a look in the docs for how that works. It might be more difficuly with firing a ray - it might be specifically for two different colliders, I'm not sure.

Ian.

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avatar image Supitto · Oct 13, 2014 at 03:10 AM 0
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Its working. I dont feel like this is the correct solution, but still working. Thank you

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Answer by tanuj0092 · Oct 07, 2014 at 05:41 AM

Hi,

Try to check that whether the rigid body you are trying to find with ray cast is already a child of another rigid body or not? If yes then It will return the parent rigidbody gameObject.

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