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Question by NechyporukEvgen · Dec 11, 2015 at 11:31 PM · collisionraycastvector3raycastingcapsulecollider

I need to make rayscast in four edge areas depending on the direction

Hey. I need to make rayscast in four edge areas depending on the direction. One more, the length of the beam must be sufficient for the collision with the capsule. It is necessary to check the ray collision with other obstacles as he tends to the capsule. Please advise how to implement optimized. Thanks alt text Now I realize t$$anonymous$$s is not optimized in order to work. t$$anonymous$$s my bad implement

 Transform t_player = playerCapsuleCollider.transform;
 
             Vector3 playerCapsuleCenter = t_player.TransformPoint(playerCapsuleCollider.center);
 
             float playerCollRad = playerCapsuleCollider.radius;
             float playerCollHalfH = playerCapsuleCollider.height * 0.5f;
 
             Vector3 heading = playerCapsuleCenter - t_enemy.position;
             float distance = heading.magnitude;
             Vector3 direction = heading.normalized;
 
             Vector3 directionHEdge = Vector3.Cross(direction, t_player.up).normalized; // l, r edge
             Vector3 directionVEdge = Vector3.Cross(direction, -directionHEdge).normalized; // u, d edge
 
             float rayHLeng = distance - playerCollRad - 0.1f; // l, r edge - t$$anonymous$$s distance not correct. need calculate after update each direction
             float rayVLeng = distance - playerCollHalfH - 0.1f; // u, d edge - t$$anonymous$$s distance not correct. need calculate after update each direction
 
             RaycastHit $$anonymous$$tInfo;
             if (Physics.Raycast(t_enemy.position, direction, out $$anonymous$$tInfo, rayHLeng, lightLayers)) // center 
             {
 
                 Debug.DrawLine(t_enemy.position, $$anonymous$$tInfo.point, Color.red);
                 direction = ((playerCapsuleCenter + directionHEdge * playerCollRad) - t_enemy.position).normalized;
 
                 if (Physics.Raycast(t_enemy.position, direction, out $$anonymous$$tInfo, rayHLeng, lightLayers)) // right edge
                 {
 
                     Debug.DrawLine(t_enemy.position, $$anonymous$$tInfo.point, Color.green);
                     direction = ((playerCapsuleCenter + -directionHEdge * playerCollRad) - t_enemy.position).normalized;
 
                     if (Physics.Raycast(t_enemy.position, direction, out $$anonymous$$tInfo, rayHLeng, lightLayers)) // left edge
                     {
 
                         Debug.DrawLine(t_enemy.position, $$anonymous$$tInfo.point, Color.blue);
                         direction = ((playerCapsuleCenter + directionVEdge * playerCollHalfH) - t_enemy.position).normalized;
 
                         if (Physics.Raycast(t_enemy.position, direction, out $$anonymous$$tInfo, rayVLeng, lightLayers)) // up edge
                         {
 
                             Debug.DrawLine(t_enemy.position, $$anonymous$$tInfo.point, Color.magenta);
                             direction = ((playerCapsuleCenter + -directionVEdge * playerCollHalfH) - t_enemy.position).normalized;
 
                             if (Physics.Raycast(t_enemy.position, direction, out $$anonymous$$tInfo, rayVLeng, lightLayers)) // down edge
                             {
 
                                 Debug.DrawLine(t_enemy.position, $$anonymous$$tInfo.point, Color.yellow);
                                 continue; // collision detect before ray $$anonymous$$t player
                             }
                         }
                     }
                 }
             }


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