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Question by _Kelen123_ · Aug 17, 2021 at 09:30 AM · raycastmeshcapsulecolliderfieldofview

Custom Field of View With Mesh

Hi, I am currently working on FOV and and something went wrong with the raycast going inside of the capsule collider.

alt text


Here is the code if you are interested:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class FOV : MonoBehaviour
 {
     [SerializeField, Range(3, 100)] int nVertices = 3;
     [SerializeField] float viewDistance = 5;
     [SerializeField] float FOVAngle = 30;
     [SerializeField] string sortingLayerName = "FOV";
     [SerializeField] LayerMask obstacleLayerMask;
 
     Mesh mesh;
     int nTriangles { get => nVertices - 2; }
 
     private void Awake()
     {
         mesh = new Mesh();
         GetComponent<MeshFilter>().mesh = mesh;
         GetComponent<MeshRenderer>().sortingLayerName = sortingLayerName;
     }
 
     private void Update()
     {
         mesh.vertices = GetVertices();
         mesh.uv = GetUV();
         mesh.triangles = GetTriangles();
     }
 
     private Vector2[] GetUV()
     {
         Vector2[] uv = new Vector2[nVertices];
         for (int i = 0; i < nVertices; i++) uv[i] = new Vector2(.5f, .5f);
         return uv;
     }
 
     private int[] GetTriangles()
     {
         int[] triangles = new int[nTriangles * 3];
 
         for (int i = 0; i < nTriangles; i++)
         {
             triangles[i * 3 + 0] = 0;
             triangles[i * 3 + 1] = i + 1;
             triangles[i * 3 + 2] = i + 2;
         }
 
         return triangles;
     }
 
     private Vector3[] GetVertices()
     {
         Vector3[] vertices = new Vector3[nVertices];
 
         vertices[0] = Vector2.zero;
         for (int i = 0; i < nVertices - 1; i++) 
             vertices[i + 1] = RaycastAtAngle(FOVAngle - FOVAngle * 2 / (nTriangles) * i, viewDistance);
 
         return vertices;
     }
 
     private Vector2 RaycastAtAngle(float calculatedAngle, float raycastDisntance)
     {
         Vector2 LocalRaycastDirection = Quaternion.Euler(0f, 0f, calculatedAngle) * Vector3.right;
         RaycastHit2D hit = Physics2D.Raycast(transform.position, transform.TransformDirection(LocalRaycastDirection), raycastDisntance, obstacleLayerMask);
         return LocalRaycastDirection * (hit.collider ? hit.distance : raycastDisntance);
     }
 }
 
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