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Question by A20T3M4 · May 14, 2016 at 10:52 PM · raycastaitagline of sight

RayCast2D not returning values as expected

Hey all,

I'm having an issue with the RayCast2D. After reading the documentation it should be working, but I can't seem to figure out what I'm doing wrong. The code below is designed to stop the NPC from shooting if there is a wall between it and its target, however its still ignoring the walls completely and just shooting at them. My best guess is that its a logic issue of some kind but I can't figure out whats wrong.

  //Check has line of sight on target
                     RaycastHit2D hit = Physics2D.Raycast(transform.position, transform.right, sleepDistance); //Uses raycast to see whats in front of player
                     if (hit)
                     {
                         if (!hit.collider.transform.CompareTag("Obstacle"))//Checks if wall is not in front of player
                             transform.GetChild(0).SendMessage("fireGun", SendMessageOptions.DontRequireReceiver); //Fires gun if wall is not in front of player
                         else
                             Debug.Log("Cast: " + hit.transform.tag); //Debug to see when wall is in front of player, never triggered.
                     }

I've double checked to make sure the walls are all properly tagged, and that its spelled right and everything.

Any ideas? Thanks in advance.

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avatar image JackMini36 · May 14, 2016 at 11:55 PM 0
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$$anonymous$$ay seem obvious, but do the walls have colliders?

avatar image A20T3M4 · May 15, 2016 at 12:04 AM 0
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Yes. The walls all have BoxCollider2D

avatar image JackMini36 A20T3M4 · May 15, 2016 at 12:19 AM 0
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well does the debug print the correct hits? Try drawing your raycasts so you can see if they actually hit a wall (maybe sleepDistance does not reach the wall?)

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