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Question by ItzChris92 · May 07, 2017 at 12:02 PM · raycastraycastinglinerendererline rendererline drawing

Raycast line renderer not drawing correctly

As the title says. When I first press play the line seems to draw correctly, and when I move about sometimes the line will be going off in a random direction. Note that this is not always happening. However, from looking at Debug.Log the Raycast is travelling directly forward and hitting the correct points so it isn't a huge issue, however I will be using the line renderer for extra effects. Any help would be much appreciated.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class RaycastGun : MonoBehaviour {
 
     public Light muzzleFlashLight;
     private LineRenderer laserLine;
 
     public Transform raycastMuzzle;
 
     float fireTimer;
 
     void Start () 
     {
         laserLine = GetComponent<LineRenderer>();
     }
 
     void Update () 
     {
         if (JoystickFire.instance.Fire) 
         {
             Fire (); //Execute Fire function if right stick is "Down"
         }
         if (fireTimer < gameObject.GetComponent<GunStats>().fireRate)
             fireTimer += Time.deltaTime; //Add into time counter
     }
 
     private void Fire()
     {
         if (fireTimer < gameObject.GetComponent<GunStats>().fireRate) 
         {
             muzzleFlashLight.enabled = false;
             return;
         }
         
         StartCoroutine (ShotEffect ());
         RaycastHit hit;
         laserLine.SetPosition (0, raycastMuzzle.position);
         muzzleFlashLight.enabled = true;
 
         if (Physics.Raycast (raycastMuzzle.position, raycastMuzzle.transform.forward, out hit, gameObject.GetComponent<GunStats>().gunRange)) 
         {
             Debug.Log (hit.transform.name + "FoundByRay!");
             laserLine.SetPosition (1, hit.point);
             EnemyDamage health = hit.collider.GetComponent<EnemyDamage> ();
 
             if (health != null) 
             {
                 health.DamageReceived (gameObject.GetComponent<GunStats>().gunDamage);
             }
         } 
         else 
         {
             laserLine.SetPosition (1, raycastMuzzle.transform.forward * gameObject.GetComponent<GunStats>().gunRange);
         }
 
         fireTimer = 0.0f; //Reset fireTimer
     }
 
     private IEnumerator ShotEffect()
     {
         laserLine.enabled = true;
 
         yield return fireTimer;
 
         laserLine.enabled = false;
     }
 }
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avatar image ItzChris92 · May 07, 2017 at 12:56 PM 0
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I am thinking it could possibly be my Nav $$anonymous$$esh interfering here. Still not sure how to fix the problem though

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