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Question by Oliver1135 · Jan 04, 2015 at 03:53 PM · physics2dlinerenderer

Line Renderer not Displaying on Collider2D.hit.point

I am trying to get an aim assist line in my game that will draw a narrow line between a character's position and the mouse world position. I have it working so that if there is no collider between the two it draws the line correctly.

I am using a Physics2D linecast to check if there is a collider between the two points on layer 8 which seems to be working correctly. I am using the raycasthit2d.collider.point to get the point in the gameworld where the ray hit the layer and that seems to be getting the correct point, but when I pass it into my lineRenderer.SetPosition it is not drawing the line at all

Here is the actual snippet of code that I need looked at that isn't working

              aimAssistLineRenderer.SetPosition(0, _activeCharacterBehavior.transform.position);
              aimAssistLineRenderer.SetPosition(1, new Vector3(hit.point.x, hit.point.y, 1f));
         

This is the relevant code that is executed in a game object's Update() method

 public GameObject aimAssistLine;
 public LineRenderer aimAssistLineRenderer;
 void PlayerAiming ()
 {
     var mouseWorldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
     if (aimAssistLine == null)
     {
         aimAssistLine = new GameObject();
         aimAssistLineRenderer = aimAssistLine.AddComponent<LineRenderer>();
         aimAssistLineRenderer.SetPosition(0, _activeCharacterBehavior.transform.position);
         aimAssistLineRenderer.SetPosition(1, Camera.main.ScreenToWorldPoint(Input.mousePosition));
         aimAssistLineRenderer.SetWidth(.07f,.07f);
     }
     else
     {
         var hit = Physics2D.Linecast(_activeCharacterBehavior.transform.position, mouseWorldPos, 1 << 8); //Terrain Layer Mask
         
         if (hit.collider == null) //This works just fine
         {
             aimAssistLineRenderer.SetPosition(0, _activeCharacterBehavior.transform.position);
             aimAssistLineRenderer.SetPosition(1, mouseWorldPos);
         }
         else //This does not show any line
         {
             aimAssistLineRenderer.SetPosition(0, _activeCharacterBehavior.transform.position);
             aimAssistLineRenderer.SetPosition(1, new Vector3(hit.point.x, hit.point.y, 1f));
         }
     }
     
     _activeCharacterGameObject.GetComponent<Rigidbody2D>().velocity = Vector2.zero;
     Physics2DHelper.ForceLookAt2D (mouseWorldPos, _activeCharacterGameObject.transform);
 }

Current Behavior: This is what is currently happening

Expected Behavior: alt text

whatishappening.png (3.2 kB)
what i want to happen.png (3.8 kB)
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Answer by Oliver1135 · Jan 04, 2015 at 04:07 PM

fixed the problem, line was being rendered underneath everything in my scene I forgot I needed to care about the z coordinate even though I was working in 2d.

Fixed code here

             aimAssistLineRenderer.SetPosition(0, _activeCharacterBehavior.transform.position);
             aimAssistLineRenderer.SetPosition(1, new Vector3(hit.point.x, hit.point.y, -10f));
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