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Question by Rembo4Fight · Aug 11, 2018 at 07:53 PM · 2dscripting problemdamageknockbacklaser beam

! Laser knockback don't work ? :( !

Hello, please try to help me.

I have a 2D game where I want to add a Laser.

So here I have a LineRenderer2D with two Debug.DrawLine which detects the Player to know from what direction player is going to know where to push knockback on him.laserPic

The problem here is that knockBack works only from One DrawLine, and the second one is not responding, Debug mode it shows that it works but in the game is not so.

What can do such a problem? Am I doing something wrong?

Here is the script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class OneLaserScript : MonoBehaviour {
 
     private LineRenderer lineRenderer;
 
     public Transform laserHit;
 
     public GameObject player;
 
     public Transform leftCheck, rightCheck;
 
     public Transform leftHit, rightHit;
 
     public bool spottedLeft, spottedRight;
 
     public LayerMask detectionLayers;
 
     public LayerMask playerDetection;
 
     void Start () 
     {
         lineRenderer = GetComponent<LineRenderer> ();
     }
     void FixedUpdate () 
     {
         float distan = Mathf.Infinity;
         RaycastHit2D hit = Physics2D.Raycast (transform.position, transform.up,distan,playerDetection); //Direction of the laser
 
         if (hit.transform != null)
         {
             lineRenderer.enabled = true;
             laserHit.position = hit.point;
             lineRenderer.SetPosition(0, transform.position);
             lineRenderer.SetPosition(1, laserHit.position);
         }
         else
         {
             lineRenderer.enabled = false;
         }
 
         if (hit.collider != null) {
 
             laserHit.position = hit.point;
             lineRenderer.SetPosition (0, transform.position);
             lineRenderer.SetPosition (1, laserHit.position);
 
             Debug.DrawLine (leftCheck.position, leftHit.position, Color.green);
             spottedLeft = Physics2D.Linecast (leftCheck.position, leftHit.position, detectionLayers);
 
             Debug.DrawLine (rightCheck.position, rightHit.position, Color.green);
             spottedRight = Physics2D.Linecast (rightCheck.position, rightHit.position, detectionLayers);
 
             if (spottedRight == true) {
                 player.GetComponent<PlayerControllerScript> ().laserHit = true;
                 player.GetComponent<PlayerControllerScript> ().knockFromRight = true;
                 Debug.Log ("Right");
             } else {
                 player.GetComponent<PlayerControllerScript> ().laserHit = false;
             }
             if (spottedLeft == true) {
                 player.GetComponent<PlayerControllerScript> ().laserHit = true;
                 player.GetComponent<PlayerControllerScript> ().knockFromRight = false;
                 Debug.Log ("Left");
             } else {
                 player.GetComponent<PlayerControllerScript> ().laserHit = false;
             }
         }
     }
 }


screen-shot-2018-08-11-at-224557.png (226.8 kB)
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avatar image Rembo4Fight · Aug 11, 2018 at 08:24 PM 0
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@Harinezumi We a worked on this issue sometime before here: unity question link

Can we push this to the resolution? :)

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