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Question by Kyle_L · Apr 14, 2015 at 11:06 PM · physicsraycastscriptingbasicsglitch

Raycast not interacting!

Ok i have a raycast from my main camera checks to see if it hitting any object with a specific tag, and when it hits enables a UI element. Everything works fine except it doesn't detect the tagged object unless its positions negative on the y axis, and then it detects every below and above the object as the object if it does detect the object.

  using UnityEngine;
  using System.Collections;
  
  public class Interact : MonoBehaviour {
  
  public GameObject cursor;
  public GameObject interactCursor;
  public GameObject interactableUI;
  
  //Player's Distance to Door
  public float distance = 5f;
  
  private string uiText;
  
  
  void LateUpdate () {
  
  Ray ray = new Ray(transform.position, transform.forward);
  RaycastHit hit;
  NotInteractable();
  
  if (Physics.Raycast (ray, out hit, distance)) {
  
  
  if (hit.collider.CompareTag ("Door")) { //If Interactable With Door
  uiText = hit.collider.transform.parent.GetComponent().doorInteractable; //Changes uiText Variable To RadioInteractable String
  interactableUI.GetComponent().text = uiText; //Changes UI.Text to uiText
  Interactable ();
  if (Input.GetButtonDown ("Interact")) {
  hit.collider.transform.parent.GetComponent ().ChangeDoorState ();
  } 
  } 
  
  
  if (hit.collider.CompareTag ("RadioScene1")) { //If Interactable With Radio in Scene_1
  uiText = hit.collider.transform.parent.GetComponent().radioInteractable; //Changes uiText Variable To RadioInteractable String
  interactableUI.GetComponent().text = uiText; //Changes UI.Text to uiText
  Interactable ();
  if (Input.GetButtonDown ("Interact")) {
  hit.collider.transform.parent.GetComponent().Play();
  Destroy(hit.collider);
  } 
  } 
  
  } 
  }
  
  
  //Changes Cursor to InteractableCursor
  void Interactable () {
  interactCursor.SetActive(true);
  cursor.SetActive(false);
  interactableUI.SetActive (true);
  }
  
  //Changes InteractableCursor to Cursor
  void NotInteractable () {
  interactCursor.SetActive(false);
  cursor.SetActive(true);
  interactableUI.SetActive (false);
  }
  
  }
  
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