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Question by joshua-lyness · Feb 07, 2016 at 06:00 PM · errorraycastraycasthitoverload

overloaded Raycast

So ive been looking around, and I cant find a clear answer for this. I thought by asking this I might be helping others too.

So I'm trying to raycast from a point downwards, and check if it hits a certain collider. I wanted to limit it to raycast to about 2000, but I keep on getting the overloaded error:

 Assets/treeTool/treeTool.cs(77,52): error CS1502: The best overloaded method match for `UnityEngine.Physics.Raycast(UnityEngine.Ray, float, int, UnityEngine.QueryTriggerInteraction)' has some invalid arguments

from the code :

 RaycastHit treeHit;
 Ray treeRay = new Ray (currentTreeRayPos, Vector3.down);
 if(Physics.Raycast(treeRay, 1000, out treeHit, landOnly)){
         if (treeHit.collider.GameObject.tag == "land") {
             Instantiate (tree [0], treeHit.point, Quaternion.identity);
         }
 }

It seems there isn't enough space in a raycast to specify the start point, direction, max distance, out hit, and a layermask....... I'm rattling my brain (and google) trying to find a straight answer, any help u can give is appreciated. Thanks ^-^

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avatar image Whiteleaf · Feb 07, 2016 at 06:41 PM 0
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RaycastHit treeHit; Ray treeRay = new Ray(currentTreeRayPos, Vector3.down);

if(Physics.Raycast(treeRay, out hit, 1000, landOnly)) {

if(treeHit.transform.tag == "land") { Instantiate(tree[0], treeHit.point, Quaternion.identity); }

}

Does this work? Note I put the range to be 1000, so if you wanted it to be 2000 you can change it.

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