collider Ignore player Raycast but not player rigid body or enemy raycasts
The situation is that I have a wall tagged "wall", there is a mesh collider on it that I DO want the raycast to hit, leave a bullet hole and make a ricochet sound - and it does. Problem is that the collider doesn't keep the player far enough from the wall so he clips through it. So I have a fatter, invisible, collider as well for this and it is on the Ignore Raycast layer. So all that works fine....The problem is with the enemy raycast. I have it scripted so if the enemy raycast hits anything tagged "wall" he won't shoot, he re-positions himself so he isn't firing at me from behind a wall. Problem is the wall is thin so his raycast clears it petty fast and he ends up basically shooting pretty much from behind the wall. previously I had it so the fat collider was tagged wall and NOT on Ignore Raycast layer and got better enemy cooperation as far as NOT shooting from behind a wall, but that meant MY raycast would also hit it. So when I think I am shooting at the bad guy because I can see him I am actually hitting the fat collider instead. i have tried the solutions using layerMasks but I can't sem to gt it to work for this.
recap: I want the players raycast to ingore a collider but the enemy raycast to see it.