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Question by SimonDiamond · May 02, 2013 at 10:27 PM · c#physicsraycastworkdrawray

Raycast doesn't work properly?

So my camera throws a Raycast forward, and if this raycasts target hits a specified target, i want it to tell me. Very simple. Altough, it doesn't seem to always tell me when the target gets hit even though i can clearly see it does get hit. I do use Debug.DrawRay so there shouldn't be any problem.

I do have this theory that i need to hit the exact pivot point or middle point of the object, but that shouldn't be neccesary. Did i miss something here?

Here's the code.

 Debug.DrawRay(transform.position, transform.forward * 100f, Color.green, 20); 
             if(Physics.Raycast(transform.position, transform.forward, out Target, PlayerReachRange) && Target.transform.tag == "MovableObject")
             {
                 Debug.Log ("Shiggidiboo");        
             }
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avatar image Waz · May 02, 2013 at 10:29 PM 0
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Note that raycasts only hit Colliders on the object. Is your collider big enough?

avatar image Dave-Carlile · May 02, 2013 at 10:31 PM 0
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What is the value of PlayerReachRange? Have you logged to to be absolutely sure? Are you sure, and have you verified with code, that the target tag is $$anonymous$$ovableObject?

avatar image SimonDiamond · May 02, 2013 at 10:38 PM 0
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The Collider covers the whole gameobject i'm trying to access. The value or PlayerReachRange is about 5 feet forward, and i know it is because sometimes but only somtimes it tells me it hits it. And i'm positive that $$anonymous$$ovableObject is the target tag. I've doubled checked. Gonna go do it again :)

avatar image SimonDiamond · May 02, 2013 at 10:55 PM 0
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The ray doesn't need to end inside the collider right? Because it feels like i'm missing something. Are you people having similar problems?

avatar image AlucardJay · May 03, 2013 at 02:00 AM 1
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You should really use the PlayerReachRange variable in your draw ray :

 Debug.DrawRay(transform.position, transform.forward * PlayerReachRange, Color.green, 20);

Also, split up your conditionals and do a debug to see what the ray hit :

 Debug.DrawRay(transform.position, transform.forward * PlayerReachRange, Color.green, 20);
 if(Physics.Raycast(transform.position, transform.forward, out Target, PlayerReachRange) )
 {
     Debug.Log ("Ray Hit " + Target.transform.tag);
     if(Target.transform.tag == "$$anonymous$$ovableObject")
     {
         Debug.Log ("Shiggidiboo");
     }
 }
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