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Raycasting, LineRenderer & Layermasks
Hi guys,
I am making a kind of laser that reflects on some objects and negates/goes through some colliders/objects. I'm using LayerMasks to get this effect. This is al working quite correctly but, i got a little bug.
The laser has 3 positions: StartPosition(0) HitPosition(1) ReflectedPosition(2)
The startposition(0) searches for the object with the correct LayerMask and when he hits that object he sets another position and thats the HitPosition(1) from here it reflects to the next object with a layerMask but at this one it doesn't go to the layerMasked object but it registrates the first object with a collider. And thats the bug i cant fix.
Here is the code:
lineRenderer.SetPosition (0, transform.position);
if(Physics.Raycast(startPos, moveDir, out hit, Mathf.Infinity, layerMaskMirror)){
lineRenderer.SetPosition(1, hit.point);
moveDir = Vector3.Reflect(moveDir, hit.normal);
startPos = hit.point;
}
if(Physics.Raycast(startPos, moveDir, out hit, Mathf.Infinity, layerMaskSeedLaser)){
lineRenderer.SetPosition(2, hit.point);
}
The last one (2) is the bugged one, it should set the hit.point at the LayerMasked object but instead it sets the hit.point at the first object with a collider
btw the weird thing is from (0) to (1) it also goes through some object like it supposed to do but from (1) to (2) it doesn't..
Thanks in advance!
In the editor, But i got some little progress the raycasting does his thing. It goes through the object to the Layer$$anonymous$$asked object. But the next thing is the linerenderer stops at the first object
If you're sure that 2nd raycast hit the proper object, then position 2 of line renderer should be ok.
Is this 3D scene? If yes, could you take a look at it from different angle, just to be sure that part of line renderer is not hidden?
Already fixed it, i have no idea what was wrong with it.
Thanks for your help ;)
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