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Question by Spacejet13 · Feb 16, 2019 at 05:04 AM · c#raycastlinerenderermirrormirrorreflection

Line Renderer Issues

I needed a 'light' that bounced off gameObjects in the 'Mirror' layer. I decided to use Line renderer, and I cannot see the line being drawn at runtime. I don't know what is the thing that I am doing wrong, but have a look anyways. This is the code that controls the Line Renderer and the raycasting for the line renderer.

 using UnityEngine;
 
 [RequireComponent(typeof(LineRenderer))]
 public class MirrorReflect : MonoBehaviour
 {
     public LayerMask layer;
 
     private LineRenderer lineRenderer;
 
     private void Start()
     {
         lineRenderer = GetComponent<LineRenderer>();
     }
 
     private void Update()
     {
         CalculateReflections(transform.position + new Vector3(1, 0), transform.right);
     }
 
     private void CalculateReflections(Vector3 position, Vector3 direction)
     {
         int reflectionIndex = 1;
         RaycastHit2D hit = Physics2D.Raycast(position, direction, 100, layer);
         if (hit.collider != null)
         {
             reflectionIndex++;
 
             lineRenderer.positionCount = reflectionIndex;
             lineRenderer.SetPosition(reflectionIndex, hit.point);
 
             Debug.Log(hit.collider.gameObject.name);
 
             if (hit.collider.gameObject.layer == layer)
             {
                 CalculateReflections(hit.point, hit.normal);
             }
         }
         else
         {
             return;
         }
     }
 }

The raycast is infact hitting the 'mirror' gameobject, as it displays the name in the console, but the line renderer is not updated. Any help is greatly appreciated!

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Answer by sean244 · Feb 16, 2019 at 05:20 AM

Try this: before setting the line position, set the z-value of the hit point to -1

 hit.point.z = -1;
 lineRenderer.SetPosition(reflectionIndex, hit.point);
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avatar image Spacejet13 · Feb 16, 2019 at 08:07 PM 0
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I found the problem. The reflectionIndex was starting from 1, while an array's start is always 0. so, I had to do lineRenderer.SetPosition(reflectionIndex - 1, hit.point); to get wanted behavior. Though this works, this condition : if (hit.collider.gameObject.layer == layer) always fails even if it hits the correct object which is on the correct layer. $$anonymous$$gestions?

avatar image sean244 Spacejet13 · Feb 17, 2019 at 01:20 AM 0
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Just setting the z-value of the hit point to -1 didn't solve your problem?

  hit.point.z = -1;
  lineRenderer.SetPosition(reflectionIndex, hit.point);

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