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Question by KatVolkov · Mar 16, 2015 at 09:44 AM · collisionraycastvector3vectorray

Casting a Ray in the direction of the movement

In my game, one of the enemies has the following action:

 Vector3 movement = (randomPosition.normalized) * moveSpeed * Time.deltaTime;
         myTransform.position += movement;
         RaycastHit hit;
         Debug.DrawRay(myTransform.position, myTransform.position+movement,Color.green);
         if (Physics.Raycast(myTransform.position, myTransform.position+movement, out hit, 1))
         {
             if (hit.collider.gameObject.name == "Level")
             {
                 myTransform.position -= movement;
                 randomPosition *= -1;
             }
         }

The idea behind that piece of code is: -I give a step -If the Level is at 1 unit in the direction that I'm moving, I make a step backwards and invert the position I was going to.

The thing is, I'm not casting the Ray right. It casts to another position that has nothign to do with it. In my head, the origin of the ray is at the transform, and the Ray travels in the direction of the movement, but obviously, it doesn't.

I know it's quite a silly and small question, but it has been bugging me a lot. Any help, please?

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Answer by lordlycastle · Mar 16, 2015 at 11:05 AM

To get the direction vector between two points, you have to Subtract not add. So if you have point A and B, and you want the direction vector from A's position pointing/going to B, then you have to do B-A. That will be the direction vector.

P.S. You don't need those brackets around randomPos.normalized.

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