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Question by asdg2323 · Mar 08, 2015 at 08:11 AM · raycastforce

Raycast not working during application of force

Ok, so i was coding when I came through this problem, I wasnt able to find a solution and now im resulting to forums for help. Basically, the problem is that when I apply the force to my game object, the raycast wont turn around even though my character will be thrown backwards, the rays stay forward resulting in no collision detection (note: the force is basically a spring, so when the player collides with it its supposed to move). I was wondering if there was a bit of code I should add at some place in order to fix the problem, so heres my entire physics script, i hope someone can help me with this. Fyi the force is only applied under left/right collisions right now)

using UnityEngine; using System.Collections;

[RequireComponent (typeof(BoxCollider))] [RequireComponent(typeof(PlayerController))] public class PlayerPhysics : MonoBehaviour { public AudioClip[] audioClip;

 public LayerMask collisionMask;
 
 private BoxCollider collider;
 private Vector3 s;
 private Vector3 c;
 
 private Vector3 originalSize;
 private Vector3 originalCentre;
 private float colliderScale;
 
 private int collisionDivisionsX = 3;
 private int collisionDivisionsY =10;
 
 private float skin = .005f;
 
 [HideInInspector]
 public bool grounded;
 [HideInInspector]
 public bool movementStopped;
 
 Ray ray;
 RaycastHit hit;
 
 void Start() {
     collider = GetComponent<BoxCollider>();
     colliderScale = transform.localScale.x;
     
     originalSize = collider.size;
     originalCentre = collider.center;
     SetCollider(originalSize,originalCentre);
 }
 
 public void Move(Vector2 moveAmount) {
     
     float deltaY = moveAmount.y;
     float deltaX = moveAmount.x;
     Vector2 p = transform.position;
     
     // Check collisions above and below
     grounded = false;

     
     for (int i = 0; i<collisionDivisionsX; i ++) {
         float dir = Mathf.Sign(deltaY);
         float x = (p.x + c.x - s.x/2) + s.x/(collisionDivisionsX-1) * i; // Left, centre and then rightmost point of collider
         float y = p.y + c.y + s.y/2 * dir; // Bottom of collider
         
         ray = new Ray(new Vector2(x,y), new Vector2(0,dir));
         Debug.DrawRay(ray.origin,ray.direction);
         
         if (Physics.Raycast(ray,out hit,Mathf.Abs(deltaY) + skin,collisionMask)) {
             // Get Distance between player and ground
             float dst = Vector3.Distance (ray.origin, hit.point);
             
             // Stop player's downwards movement after coming within skin width of a collider
             if (dst > skin) {
                 deltaY = dst * dir - skin * dir;
             }
             else {
                 deltaY = 0;
             }
             
             grounded = true;
             
             break;


         }
     }
     
     
     // Check collisions left and right

     movementStopped = false;
     for (int i = 0; i<collisionDivisionsY; i ++) {
         float dir = Mathf.Sign(deltaX);
         float x = p.x + c.x + s.x/2 * dir;
         float y = p.y + c.y - s.y/2 + s.y/(collisionDivisionsY-1) * i;
         
         ray = new Ray(new Vector2(x,y), new Vector2(dir,0));
         Debug.DrawRay(ray.origin,ray.direction);
         
         if (Physics.Raycast(ray,out hit,Mathf.Abs(deltaX) + skin,collisionMask)) {

             if (hit.collider.tag == "JumpLeft"){
                 PlaySound(0);
                 rigidbody.AddForce(Vector3.left*25, ForceMode.Impulse);
             }
             if (hit.collider.tag == "JumpRight"){
                 PlaySound(0);
                 rigidbody.AddForce(Vector3.right*25, ForceMode.Impulse);
             }
             // Get Distance between player and ground
             float dst = Vector3.Distance (ray.origin, hit.point);
             
             // Stop player's downwards movement after coming within skin width of a collider
             if (dst > skin) {
                 deltaX = dst * dir - skin * dir;
             }
             else {
                 deltaX = 0;
             }
             
             movementStopped = true;
             break;
             
         }
     }

     if (!grounded && !movementStopped) {
         Vector3 playerDir = new Vector3(deltaX,deltaY);
         Vector3 o = new Vector3(p.x + c.x + s.x/2 * Mathf.Sign(deltaX),p.y + c.y + s.y/2 * Mathf.Sign(deltaY));
         ray = new Ray(o,playerDir.normalized);
         
         if (Physics.Raycast(ray,Mathf.Sqrt(deltaX * deltaX + deltaY * deltaY),collisionMask)) {
             grounded = true;
             deltaY = 0;
         }
     }
     Vector2 finalTransform = new Vector2(deltaX,deltaY);
     
     transform.Translate(finalTransform,Space.World);
 }

 // Set collider
 public void SetCollider(Vector3 size, Vector3 centre) {
     collider.size = size;
     collider.center = centre;
     
     s = size * colliderScale;
     c = centre * colliderScale;
 }
 void PlaySound (int clip)
 {audio.clip = audioClip [clip];
     audio.Play ();
 }

}

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