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This question was closed Mar 19, 2021 at 03:44 PM by CrispGalileo for the following reason:

The question is answered, right answer was accepted

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0
Question by CrispGalileo · Mar 19, 2021 at 03:31 PM · raycastprefabphysics2dstackoverflow

Getting StackOverflowException from raycasts on a prefab object

I have this setup for collision detection:

 public class FishController : MonoBehaviour
 {
     private Rigidbody2D rb;
     private BoxCollider2D boxCollider;
     public LayerMask collisionLayer;
 
     public float moveSpeed;
     public float raycastDistance;
 
     private Vector2 direction;
 
     private void Awake()
     {
         rb = gameObject.GetComponent<Rigidbody2D>();
         boxCollider = gameObject.GetComponent<BoxCollider2D>();
         ChooseTargetLocation();
     }
     private void FixedUpdate()
     {
         CheckForObstacle();
         rb.MovePosition(rb.position + (direction.normalized * moveSpeed * Time.deltaTime));
     }
 
     private void ChooseTargetLocation()
     {
         direction = Random.insideUnitCircle;
         RaycastHit2D hit = Physics2D.Raycast(rb.position, direction, raycastDistance, collisionLayer);
         if (hit.collider != null)
         {
             ChooseTargetLocation();
         }
     }
 
     private void CheckForObstacle()
     {
         RaycastHit2D hit = Physics2D.Raycast(rb.position, direction, raycastDistance, collisionLayer);
         Debug.DrawRay(rb.position, direction.normalized * raycastDistance, Color.red);
         if (hit.collider != null)
         {
             Debug.Log("hit");
             ChooseTargetLocation();
         }
     }
 }

This was working fine, up until I turned the gameObject holding FishController into a prefab. Suddenly, the moment I hit play, I get a StackOverflowException.

FishController.ChooseTargetLocation () (at Assets/Scripts/FishController.cs:31) FishController.ChooseTargetLocation () (at Assets/Scripts/FishController.cs:34) FishController.ChooseTargetLocation () (at Assets/Scripts/FishController.cs:34) ...

And line 34 runs forever. This even happens when I remove any object from the collisionLayer. There is nothing the ray could be hitting. Anyone know whats going on here?

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avatar image toficofi · Mar 19, 2021 at 03:41 PM 0
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Could it be hitting its own collider?

avatar image CrispGalileo toficofi · Mar 19, 2021 at 03:43 PM 0
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Lol yep. I'm dumb, really should've been able to figure that one out. Thanks!

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