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Question by Eggtooth · Aug 16, 2017 at 06:28 AM · layers

Physics linecast ignoring layers

So basically I have this code:

 RaycastHit collisionHit;
     int layerMask = 1 << 8;
     layerMask = ~layerMask;
 Vector3 cameraTargetPosition = new Vector3(CameraTarget.position.x, CameraTarget.position.y + cameraTargetHeight, CameraTarget.position.z);

 bool isCorrected = false;
     if (Physics.Linecast(cameraTargetPosition, position, out collisionHit, layerMask))
 {
     position = collisionHit.point;
     correctedDistance = Vector3.Distance(cameraTargetPosition, position);
     isCorrected = false;
 }

but I want to exclude layer 8 and 16 from linecast, so it doesn't hit the layer 8 and 16 all the time. It causes camera to zoom all the way into character and I want to avoid that by just excluding layer 8 which is layer for ragdoll colliders and layer 16 which is cloth collider.

How can I make NOT operator for layer to exclude both?

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avatar image Destolos · Aug 16, 2017 at 06:38 AM 0
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You should use a Layer$$anonymous$$ask. This also works good with RayCasts ( https://docs.unity3d.com/$$anonymous$$anual/Layers.html )

avatar image Eggtooth Destolos · Aug 16, 2017 at 12:25 PM 0
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Well, I just need not operator to work and I doubt that's the solution.

avatar image Destolos Eggtooth · Aug 16, 2017 at 02:03 PM 0
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Yes, I know, but i don't know a solution, and until someone posts an answer you could use a Layer$$anonymous$$ask ( https://docs.unity3d.com/ScriptReference/Layer$$anonymous$$ask.html ) and set the Layers in the inspector.

avatar image NoseKills · Aug 16, 2017 at 04:16 PM 0
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The bitwise OR operator is the 'pipe' so you can do

 int layer$$anonymous$$ask = 1 << 8 | 1 << 16; // mask with bits 8 and 16 lit
 layer$$anonymous$$ask = ~layer$$anonymous$$ask; // inverse: only bits 8 and 16 zero

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