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Question by RajTheWolf · May 24, 2020 at 03:00 PM · scripting problemraycastvisible

I followed this youtube video on how to make a gun in unity but I think I messed up and now I can't see the ray, its there though and its working. Can someone help me make it visible?

this is my code, how do i make it so I can see the ray and I have made a enemy script which i checked and was correct.

using System.Collections; using UnityEngine;

public class GunScript : MonoBehaviour { public Transform barrel; public float range = 0f;

 public float delay = 0f;
 bool fired;
 bool isAuto;
 public KeyCode switchFireMode;

 void Update()
 {
     if (Input.GetButton("Fire1") && !fired && isAuto)
     {
         fired = true;
         StartCoroutine("FireAuto");
     }

     if (Input.GetButtonDown("Fire1") && !fired && !isAuto)
     {
         fired = true;
         StartCoroutine("FireSemi");
     }
     if(Input.GetKeyDown(switchFireMode))
     {
         if(!isAuto)
         {
             isAuto = true;
         }
         else
         {
             isAuto = false;
         }
     }
 }
 IEnumerator Fire()
 {
     RaycastHit hit;
     Ray ray = new Ray(barrel.position, transform.forward);

     if (Physics.Raycast(ray, out hit, range))
     {
         if (hit.collider.tag == "Enemy")

         {
             Enemy enemy = hit.collider.GetComponent<Enemy>();
             enemy.health -= 1;

         }
     }
     Debug.DrawRay(barrel.position, transform.forward * range, Color.red);
     yield return new WaitForSeconds(delay);
     fired = false;
 }
 IEnumerator FireSemi()
 {
     RaycastHit hit;
     Ray ray = new Ray(barrel.position, transform.forward);

     if (Physics.Raycast(ray, out hit, range))
     {
         if (hit.collider.tag == "Enemy")

         {
             Enemy enemy = hit.collider.GetComponent<Enemy>();
             enemy.health -= 1;

         }
     }
     Debug.DrawRay(barrel.position, transform.forward * range, Color.green);
     yield return null;
     fired = false;
     Debug.Log("we made it here");
 }

}

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Answer by KoenigX3 · May 24, 2020 at 04:19 PM

From Unity Docs:

 public static void DrawRay(Vector3 start, Vector3 dir, Color color = Color.white, float duration = 0.0f, bool depthTest = true);

The duration parameter determines how long the line will be visible after the frame it is drawn. If duration is 0 (the default) then the line is rendered 1 frame. Since you did not specify the durations, the problem lies there. Use this if you want to display it for 10 seconds.

 Debug.DrawRay(barrel.position, transform.forward * range, Color.green, 10);
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