- Home /
Linecast inside a box collider
Hi Everyone,
I have the following problem:
As you can see my LineCasts don't detect collisions properly. It happens because of the way I draw this grid - some of the starting points of the lines end up inside an "environment" object. As a matter of fact, I have an "environment" layer(9) and a "player" layer(10), which are self explanatory.
I was wondering... shouldn't LineCasts detect collisions even if they are inside colliders (Or colliders intersect the line)? Also, my "environment" GameObjects use Box Colliders.
I save my start and end points into ArrayLists and then I do the hit check. Here is the code for the check:
// Check for collisions
for (int i = 0; i < startPoints.Count; i++) {
Vector3 start = (Vector3)startPoints[i];
Vector3 end = (Vector3)endPoints[i];
if( Physics.Linecast( start, end, layerMask ) )
Debug.DrawLine( start, end, Color.red );
}
My LayerMask is:
int layerMask = 1<<10;
layerMask = ~layerMask;
I apologize if I am repeating the question, I could not find an answer for a couple of hours, so I decided to post here.
Thanks for your time!
Your answer
Follow this Question
Related Questions
Locate a game object using rays 1 Answer
Linecast ignoring mesh collider 1 Answer
Internal collisions 1 Answer
How to texture the inside of a sphere (or cylinder or cube) 3 Answers
Physics.Raycast not hitting anything 1 Answer