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Question by redconservatory · Oct 23, 2014 at 01:59 AM · 2draycastcollider

Physics2D Raycast, check if my raycasthit2D.collider is the same as my gameObject

I have two colliders, a box2d collider and a circle2d collider on my game object.

I'm trying to send out a Physics2D raycast:

 collider2D.enabled = false;
 RaycastHit2D hit;
 Debug.DrawRay (transform.position, direction*directionDistance, Color.green);
 hit = Physics2D.Raycast (transform.position, direction, directionDistance);
 collider2D.enabled = true;

When I Debug with the following:

 Debug.Log ("collider that's hit");
 Debug.Log (hit.collider);
 Debug.Log ("this game object");
 Debug.Log (this.gameObject.collider2D);

My hit.collider is

UnityEngine.CircleCollider2D

My this.gameObject.collider2D is:

UnityEngine.BoxCollider2D

How do I do a check for my circleCollider?

I just want to make sure the raycast2D.collider is not checking for itself, so I can go ahead and move my object.

I also tried explictly casting for a circle:

             Debug.Log ("hit------");
         Debug.Log (hit.collider);
         Debug.Log (this.gameObject.collider2D as CircleCollider2D);
         Debug.Log ("endhit------");

However for this.gameObject.collider2D as CircleCollider2D I then get null.

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Answer by Itaros · Oct 23, 2014 at 06:25 AM

Kinda like that:

    Collider2D[] coll = this.GetComponents<Collider2D>();
     bool isMe=false;
     foreach(Collider2D c in coll){
     if(hit && hit.collider==c){isMe=true;break;}
     }


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avatar image redconservatory · Oct 25, 2014 at 07:49 PM 0
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This worked great, thanks!

As a note I ended up having to use RaycastAll ins$$anonymous$$d of just Raycast...Raycast always only returns one, and that seemed to be (invariably?) the object (collider) it originated from, if I set the origin to be the transform.position of my gameObject.

I tried moving the origin of the Raycast to be outside, but was hard to put in in a place that wasn't going to skew the angle I wanted.

 bool hasObstacle = false;
 RaycastHit2D[] hits;
 hits = Physics2D.RaycastAll (transform.position, direction, directionDistance);
 foreach(RaycastHit2D hit in hits) {
             if (hit && hit.normal != -direction) {
                 hasObstacle = true;
             }
         }
     

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