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Question by VanessaPabst · Dec 18, 2020 at 12:55 PM · raycast3dcollidersraycasthithit

Raycast is hitting a collider but ignores it right after

I have a third person camera and I don't want it to go through walls. So I've created four raycast verifiers (front, back, left, right) to detect when the camera is hitting it.
If so, the camera should move towards the empty object "firstPersonCamPosition" until can no longer detect a hit, becoming a first person camera if too close to the player. When no hit is detected, the camera goes back to the original position (the empty object "thirdPersonCamPosition").
To this point, it's all working. The problem is, if I rotate the player quickly enough, the camera will start to flicker back and forth, getting a hit just to ignore it right after.

 public class CameraManager : MonoBehaviour
 {
     [SerializeField]
     LayerMask wallLayer, playerLayer;
     [SerializeField]
     GameObject firstPersonCamPosition, thirdPersonCamPosition;

     Camera cam;
     Vector3 rayOrigin;
     RaycastHit hit;
     StartManager manager;
     Player player;

     float speed;
     bool lockMovement;
     bool frontHit, backHit, leftHit, rightHit;

     void Awake()
     {
         cam = Camera.main;
         manager = GameObject.FindGameObjectWithTag("Manager").GetComponent<StartManager>();
         player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();

         speed = 5f;
         lockMovement = frontHit = backHit = leftHit = rightHit = false;
     }

     void Update()
     {
         if (manager.startedGame && !player.interacting)
         {
             ManageHits();
         }
     }

     void ManageHits()
     {
         rayOrigin = cam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0f));

         // Get the boolean hit verifiers
         backHit = Physics.Raycast(rayOrigin, -cam.transform.forward, out hit, 1f, wallLayer);
         frontHit = Physics.Raycast(rayOrigin, cam.transform.forward, out hit, 1f, wallLayer);
         leftHit = Physics.Raycast(rayOrigin, -cam.transform.right, out hit, 0.5f, wallLayer);
         rightHit = Physics.Raycast(rayOrigin, cam.transform.right, out hit, 0.5f, wallLayer);

         // Hit the wall from the front or the back
         if (Physics.Raycast(rayOrigin, -cam.transform.forward, out hit, 0.2f, wallLayer) || frontHit)
         {
             // It's too close to the player, so become a first person camera
             if (Physics.Raycast(rayOrigin, cam.transform.forward, out hit, 0.2f, playerLayer))
             {
                 cam.transform.position = firstPersonCamPosition.transform.position;
                 lockMovement = true;
             }
             // Move towards the first person camera position
             else if (!lockMovement)
             {
                 cam.transform.position = Vector3.MoveTowards(transform.position, firstPersonCamPosition.transform.position, speed * Time.deltaTime);
             }
         }
         // No hit is detected from the front and the back
         else if (!frontHit && !backHit)
         {
             // Transform the first person camera back to a third person camera
             if (lockMovement && !leftHit && !rightHit)
                 lockMovement = false;

             // Move towards the third person camera position
             cam.transform.position = Vector3.MoveTowards(transform.position, thirdPersonCamPosition.transform.position, speed * Time.deltaTime);
         }
     }
 }
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