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Question by dyllandry · Jun 28, 2017 at 08:37 PM · edgeraycastallphysics2d.raycast

RaycastAll2D Not Working at Distance from (0,0)

I have a 2D game where bubbles float upwards until they are beyond the water's edgeCollider2D and then they pop. I detect this by using Physics2D.RaycastAll upwards from each of the bubbles.

Problem: Bubbles farther right than 4.3 units do not detect anything above them.

I highlighted in yellow the bubbles that have position.x > 4.3 .

alt text

 RaycastHit2D[] hits = Physics2D.RaycastAll(transform.position, Vector2.up, 20);
 Debug.DrawRay(transform.position, new Vector2(0, 20), Color.red);
 foreach (RaycastHit2D hit in hits)
 {
      if (hit.transform.tag == "Water")
      {
           return true;
      }
 }
 return false;

rightmost-bubbles-not-rising.png (19.6 kB)
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avatar image hexagonius · Jun 29, 2017 at 09:44 AM 0
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not quite an answer to your question, but you know at which height your edgeCollider2D is. Why don't you just check the bubble's y position and pop them when they're above that?

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