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Question by normandguerin · Aug 28, 2014 at 04:13 PM · raycastingdebug.drawline

raycasting issue

alt text

I have this weird issue where i Raycast from the red square 2 lines with Debug.DrawLine to verify directions. The lines are correct but both casts returns the values of B square for some unknown reason.

here is my code:

 if (Physics.Raycast (Vector3(VerifyBlock.transform.position.x,VerifyBlock.transform.position.y,VerifyBlock.transform.position.z), Vector3(VerifyBlock.transform.position.x+100,VerifyBlock.transform.position.y,VerifyBlock.transform.position.z), hitRight, 7))
             {
                 Debug.DrawLine (Vector3(VerifyBlock.transform.position.x,VerifyBlock.transform.position.y,VerifyBlock.transform.position.z), Vector3(VerifyBlock.transform.position.x+100,VerifyBlock.transform.position.y,VerifyBlock.transform.position.z), Color.cyan);
                 nameRight = hitRight.rigidbody.name;
                 textureRight = hitRight.rigidbody.renderer.material.GetTexture("_MainTex");
                 gameobjectRight = GameObject.Find(nameRight);
                 
                 if (VerifyBlock.rigidbody.name == "box_1")
                 {    
                     print("right texture: " + textureRight + " and right name: " + hitRight.rigidbody.name);
                 }
             }
 
             if (Physics.Raycast (Vector3(VerifyBlock.transform.position.x,VerifyBlock.transform.position.y,VerifyBlock.transform.position.z), Vector3(VerifyBlock.transform.position.x,VerifyBlock.transform.position.y-100,VerifyBlock.transform.position.z), hitDown, 7))
             {
                 Debug.DrawLine (Vector3(VerifyBlock.transform.position.x,VerifyBlock.transform.position.y,VerifyBlock.transform.position.z), Vector3(VerifyBlock.transform.position.x,VerifyBlock.transform.position.y-100,VerifyBlock.transform.position.z), Color.blue);
                 nameDown = hitDown.rigidbody.name;
                 textureDown = hitDown.rigidbody.renderer.material.GetTexture("_MainTex");
                 gameobjectDown = GameObject.Find(nameDown);
                 
                 if (VerifyBlock.rigidbody.name == "box_1")
                 {
                     print("down texture: " + textureDown + " and down name: " + hitDown.rigidbody.name);
                 }
             }

Thanks a lot for the help.

image1.jpg (27.5 kB)
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Answer by robertbu · Aug 28, 2014 at 04:19 PM

Raycast() cast a Ray. That is a position and a direction. It appears you are using two positions. You can change to using Physics.Linecast(), or you can change your Raycasts to use a direction. Note you are going to a lot of unneeded work with your positions. Your right cast would be:

  if (Physics.Raycast (VerifyBlock.transform.position, Vector3.right, hitRight, 7))

And then for the Debug:

 Debug.DrawRay(VerifyBlock.transform.position, Vector3.right * 7);

Note your calculations as well as my code here is using the World right. If the red cube will be rotating and if you want the cube's right, use transform.right.

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avatar image normandguerin · Aug 28, 2014 at 06:13 PM 0
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wow your right way too much work. Just starting up on Uscript and game program$$anonymous$$g. Thanks a lot that worked very perfectly.

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