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Question by Wesley21spelde · Jun 02, 2016 at 10:04 PM · raycastpositionnot workingtarget

Raycast not working correct

hey guys my raycast is not working Correct!. in the lateUpdate i tried to Draw a Drawray from the origin position to the target position but that is not going well


 using UnityEngine;
 using System.Collections;
 
 public class PlasmaBeamWeaponLeft : MonoBehaviour{
     public GameObject plasmaBeam;
     public float spawnTime = 5f;
     //
     public Transform target;
     private bool CanSeeTarget;
     //
     private LineRenderer lineRenderer;
     private float counter;
     public float dist = 5000f;
     //
     public Transform origin;
     //
     public float linrDrawSpeed = 6f;
     public float damage = 1.0f;
     RaycastHit hit;
 
     // Use this for initialization
     void Start()
     {
         InvokeRepeating("SpawnplasmaBeam", spawnTime, spawnTime);
         target = GameObject.FindWithTag("Enemy").transform;
         lineRenderer = GetComponent<LineRenderer>();
         lineRenderer.SetPosition(0, origin.position);
         lineRenderer.SetWidth(.45f, 0.2f);
 
         dist = Vector3.Distance(origin.position, target.position);
 
     }
 
     // Update is called once per frame
 
     void OnCollisionEnter(Collision col)
     {
 
         col.gameObject.BroadcastMessage("ApplyDamage", damage = 1.0f);
 
     }
 
     void SpawnplasmaBeam()
     {
         //var newplasmaBeam = GameObject.Instantiate(plasmaBeam);
     }
 
     void LateUpdate()
     {
 
         target = GameObject.FindWithTag("Enemy").transform;
         origin = GameObject.FindWithTag("originL").transform;
         if (target != null)
             //
         lineRenderer = GetComponent<LineRenderer>();
         lineRenderer.SetPosition(0, origin.position);
         lineRenderer.SetWidth(.45f, 0.2f);
 
         dist = Vector3.Distance(origin.position, target.position);
         if (counter < dist)
         {
             counter += .1f / linrDrawSpeed;
 
             float x = Mathf.Lerp(0, dist, counter);
             dist = Vector3.Distance(origin.position, target.position);
             lineRenderer.SetPosition(0, origin.position);
             Vector3 pointA = origin.position;
             Vector3 pointB = target.position;
 
             Vector3 pointAlongLine = x * Vector3.Normalize(pointB - pointA) + pointA;
 
             lineRenderer.SetPosition(1, pointAlongLine);
             //Debug RayCast is the Editor - So we can see it!!
             Vector3 forward = transform.TransformDirection(Vector3.forward)*dist;
             Debug.DrawRay(origin.transform.position,target.transform.position, Color.yellow);
             //
             if (Physics.Raycast(transform.position,target.transform.position, out hit))
             {
                 hit.transform.SendMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver); //Call the method Apply Damage in the gameobject that is hit
             }
         }
     }
 }
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avatar image Hellium · Jun 02, 2016 at 10:13 PM 1
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