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Question by galaboy · Feb 11, 2019 at 10:49 AM · raycastraycasthitreflect

How to reflect raycast when hit an object.

Hi, i tried to reflect a raycast when hit an object. The limit of the raycast hit has to be 3. I tried searching, but could able to find. i am positng my script here, please have a look and tell what i am missing.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Laser_1 : MonoBehaviour {
 
     public int maxHitCount = 3;
     public int rayMaxDistance = 0;
     private int hitCount = 0;
     
 
     public Vector3 startingPosition;
     private Vector3 direction;
 
     LineRenderer laserRenderer;
 
     // Use this for initialization
     void Start () {
         laserRenderer = GetComponent<LineRenderer>();
         //startingPosition = transform.position;
     }
     
     // Update is called once per frame
     void Update () {
         ProjectTrajectory();
     }
 
     void ProjectTrajectory()
     {
         Ray ray = new Ray(startingPosition, direction);
         RaycastHit hit;
 
         laserRenderer.SetPosition(0, new Vector3(0, 0, transform.position.z));
 
         //Debug.Log("The hit count outside if is : " + hitCount);
 
         //if (Physics.Raycast(ray, out hit, rayMaxDistance))
         if (Physics.Raycast(transform.position, transform.forward, out hit, rayMaxDistance))
         //if (Physics.Raycast(transform.position, direction, out hit, rayMaxDistance))
         {
            
             startingPosition = hit.point;
             laserRenderer.SetPosition(1, hit.point);
 
             direction = Vector3.Reflect(direction, hit.normal);
             //direction = Vector3.Reflect(hit.point - transform.position, hit.normal);
         }
         else
         {
             //Debug.DrawLine(transform.position, (transform.forward * rayMaxDistance), Color.red);
             //laserRenderer.SetPosition(0, new Vector3(0, 0, transform.position.z));
             laserRenderer.SetPosition(1, transform.forward * rayMaxDistance);
         }
     }
 }

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