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Question by omegacraft · Oct 16, 2015 at 10:33 PM · c#collisionraycastraycastingparkour

How to check if a raycast is not hitting any tagged colliders?

I've been working on a wallrun script and when I do it from the beginning or from the middle its fine, until I use it from the very end, I just float off to the distance. Here is the script

 using UnityEngine;
 using System.Collections;
 
 public class Wallrun : MonoBehaviour {
 
     public Rigidbody rb;
     public Animation anim;
     public float thrust;
     public float range;
     private RaycastHit $$anonymous$$t;
     private RaycastHit grund;
     public bool wruningl = false;
     public bool wruning2 = false;
     public bool isGrounded = true;
 
     // Use t$$anonymous$$s for initialization
     void Start () {
     }
     
     // Update is called once per frame
     void Update () {
         if (Input.GetKeyDown (KeyCode.Space)) {
             if (wruningl) {
                 StopCoroutine (runLNG());
                 rb.AddForce (-transform.right * 2000);
                 anim.Play ("RightRunDone");
                 wruningl = false;
                 rb.useGravity = true;
             }
             if (wruning2) {
                 StopCoroutine (runLNG());
                 rb.AddForce (transform.right * 2000);
                 anim.Play ("LeftRunDone");
                 wruning2 = false;
                 rb.useGravity = true;
             }
         }
         if (Physics.Raycast (transform.position, transform.right, out $$anonymous$$t, range)) {
             if ($$anonymous$$t.collider.gameObject.tag == ("RunWall")) {
                 if (Input.GetKeyDown (KeyCode.E) && !isGrounded && Input.GetKey (KeyCode.W)) {
                     wruningl = true;
                     anim.Play ("RightRun");
                     StartCoroutine (runLNG ());
                     rb.useGravity = false;
                     rb.AddForce (Vector3.down * thrust);
                 }
             }
         } /*else {
             StopAllCoroutines ();
             rb.useGravity = true;
         }*/
 
 
         if (Physics.Raycast (transform.position, -transform.right, out $$anonymous$$t, range)) {
             if ($$anonymous$$t.collider.gameObject.tag == ("RunWall")) {
                 if (Input.GetKeyDown (KeyCode.E) && !isGrounded && Input.GetKey (KeyCode.W)) {
                     wruning2 = true;
                     anim.Play ("LeftRun");
                     StartCoroutine(runLNG());
                     rb.useGravity = false;
                     rb.AddForce (Vector3.down * thrust);
                 }
             }
         }/*else {
             StopAllCoroutines ();
             rb.useGravity = true;
         }*/
 
 
     }
 
     void OnCollisionEnter(Collision collision) {
         if (collision.gameObject.tag == "Grund") {
             isGrounded = true;
             Debug.Log ("LOL");
         }
     }
 
     void OnCollisionExit(Collision othere) {
         if (othere.gameObject.tag == "Grund") {
             isGrounded = false;
             Debug.Log ("LOL1");
         }
     }
 
     IEnumerator runLNG () {
         yield return new WaitForSeconds (1.4f);
         rb.useGravity = true;
         if (wruningl) {
             anim.Play ("RightRunDone");
         }
 
         if (wruning2) {
             anim.Play ("LeftRunDone");
         }
         wruningl = false;
         wruning2 = false;
     }
 }


I commented out the "else" function because when I start wallruning the gravity should be disabled but it is enabled if I don't comment it out

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