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Question by sevensixtytwo · Oct 07, 2014 at 09:17 AM · raycastaiparticlesblockvision

Make Particles block Raycasts/Linecasts

I want to make my AI be unable to "see" targets behind a smoke screen Particle System. I generally use Linecasts and Raycasts to check AI awareness, but they ignore particles even with World Colliders checked. I can't use Triggers because I use trigger colliders for something else (flocking and obstacle avoidance).

Is there any way to stop Raycasts when they hit a particle? If not, what would be a good way to implement vision-blocking smoke screens for AI?

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Answer by Baste · Oct 07, 2014 at 12:12 PM

You can use triggers! Just put the different sets of colliders on different layers, and set up collision detection and masks on your raycasts to make it all work.

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avatar image sevensixtytwo · Oct 07, 2014 at 03:59 PM 0
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Hey thanks for the answer. $$anonymous$$asks are something I've been using a lot but it's a bit convoluted... I have several Layers in use: a Terrain, Unit, Obstacle. All layers block vision/Raycasts while Unit and Obstacle will trigger avoidance behaviour.

$$anonymous$$y problem is that my units have large sphere collider triggers (in Unit layer) for avoiding each other and smaller box colliders (also in Unit layer) for actual collision, I use a Raycast with Layer$$anonymous$$asks for targeting. If I set Raycasts to be able to hit Triggers, the player would be able to target enemies if they hit the sphere collider ins$$anonymous$$d.

Also, my projectiles use Raycasts to detect collisions rather than colliders, so they would detect a hit on the unit if they passed through the avoidance collider.

Setting the avoidance collider to Obstacle layer makes the units drive in endless circles. Weird. $$anonymous$$aybe I have to add more layers... Joy.

BTW, this is how simple my obstacle avoidance trigger is:

 function OnTriggerEnter(col:Collider) {
       if (col.gameObject.layer == 8 || col.gameObject.layer == 10) { //Obstacle or Unit Layer
             Avoid();
             }
       }

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