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Question by Albileon · Oct 25, 2015 at 12:28 AM · 2draycastraycastingraycasthit2d

2D Raycast not working

Currently I've been stuck for a few hours browsing the web and trying all sort of t$$anonymous$$ngs to get my 2D raycasts working. But so far I have no succes.

I have a world generated with a mesh generator. It has a mesh filter, mesh renderer and EdgeCollider2D on every single edge (the game is top-down). Collisions work perfect, with players and enemies. But the 2D raycast isn't detecting the wall.

The player (w$$anonymous$$ch also has the RayCast script) has a z-position of 0 and so does the wall. The wall has a tag named "Wall" layer default and the player has the tag "Player" and layer default.

Here is the code:

 using UnityEngine;
 
 public class RayCast : MonoBehaviour
 {
     private Vector3 _velocity;
 
     private Rigidbody2D _rigidbody;
 
     private void Start()
     {
         t$$anonymous$$s._rigidbody = GetComponent<Rigidbody2D>();
     }
 
     private void Update()
     {
         t$$anonymous$$s._velocity = t$$anonymous$$s._rigidbody.velocity;
 
         Debug.DrawRay(t$$anonymous$$s.transform.position, t$$anonymous$$s._velocity.normalized * 3, Color.green);
 
         RaycastHit2D $$anonymous$$t = Physics2D.Raycast(transform.position, t$$anonymous$$s._velocity.normalized * 3);
 
         if ($$anonymous$$t)
         {
             if ($$anonymous$$t.collider.tag == "Wall")
                 Debug.Log("Collision detected!");
         }
     }
 }

I've tried everyt$$anonymous$$ng is can imagine so far, also the 3d variant, anyone any idea what I might be doing wrong and how I could fix t$$anonymous$$s?

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avatar image Dinosaurs · Oct 25, 2015 at 03:35 AM 0
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Is the raycast hitting anything?

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