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Question by ChrisIsAwesome · Oct 24, 2018 at 03:17 AM · physics2d.raycast

2D Raycasting For Ground/Ceiling Checks

I've researched everywhere trying to figure this out but I can't wrap my mind around it.

I want to know when the player touches the ground or has ceiling above it (when crouching). And I'd like the ray to be visible in scene view.

I thought I'd do this:

 private BoxCollider2D collider;
 private int mask;
 private float distToGround;
 
 void Awake ()
 {
      collider = GetComponent<BoxCollider2D>();
      mask = ~(LayerMask.GetMask ("Platforms"));
      distToGround = collider.bounds.extents.y;
 }
 
 void GroundCeilingCheck ()
 {
      Debug.DrawRay (transform.position, -Vector3.up, Color.red, distToGround);
      if (Physics2D.Raycast (transform.position, -Vector3.up, distToGround, mask)
      {
           isGrounded = true;
      }
      else
      {
           isGrounded = false;
      }
 }

But that didn't cast a ray at all.

Any help would be greatly appreciated!

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Answer by GamitusLabs · Oct 24, 2018 at 05:10 AM

Why not just use the players OnCollision? Just check to see if the collision is at its feet.

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avatar image ChrisIsAwesome · Oct 24, 2018 at 05:32 AM 0
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I did until I tried to implement more functionality such as sliding. So now I need ground and ceiling checks and I feel it'd be cleaner and more efficient to raycast ins$$anonymous$$d of dealing with ground and ceiling colliders

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