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Question by Caiuse · Jul 10, 2012 at 10:15 AM · raycastraycastall

RaycastAll returning results in reverse order of collisions

I looping 6 times and performing 6 RaycastAll in various directions, some directions the results return as expected with the first result being the first collision. With a couple of the cast the results return in reverse collision order.

 for(var i = 0; i < directions.length;i++){
  var ray = new Ray(transform.position,directions[i]);
  hitPoints = Physics.RaycastAll(ray,rayLength,layerMask2);
 }

Why is this occurring?

Thanks, Caius.

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Answer by whydoidoit · Jul 10, 2012 at 10:31 AM

The documentation specifically says that the order of collisions is not guaranteed.

I can't tell what language you are using but in c# you would order them like this:

  using System.Linq;

  ....

  hitpoints = Physics.RaycastAll(ray, raylength, layerMask2).OrderBy(h=>h.distance).ToArray();
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avatar image Caiuse · Jul 10, 2012 at 10:34 AM 0
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Thanks $$anonymous$$ike, using JS trying to convert that little bit of code you gave me, where is "h" defined. I like the fact this line is compact and avoiding having to loop through the array to reorder.

avatar image whydoidoit · Jul 10, 2012 at 10:37 AM 1
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Yeah the JS is a bit more wordy:

 hitpoints = Physics.RaycastAll(ray, rayLength, layer$$anonymous$$ask2).OrderBy(function(h) { return h.distance; }).ToArray();
avatar image Caiuse · Jul 10, 2012 at 10:42 AM 0
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I see throw in a lambda, cheers!

avatar image whydoidoit · Jul 10, 2012 at 10:48 AM 1
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Yeah that h=> is C# shorthand for a lambda.

avatar image whydoidoit · Jul 10, 2012 at 06:15 PM 1
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Really something is doing a JIT in that line? So that's happening because it doesn't have one of the types at compile time. IEnumerable generic of RaycastHit perhaps or an array of RaycastHit - true defining variables of those types.

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