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Question by Razputin · Apr 13, 2016 at 10:24 AM · raycastmousepositionhitraycasthit2d

Hit is always returning null for some reason.

Why does my hit always return null? Is it because I'm not using Hit Out? Hit out didn't appear to even work in this context.

         Vector2 mousePosition = new Vector2(Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y);
         Vector2 firePointPosition = new Vector2(FirePoint.position.x, FirePoint.position.y);
         RaycastHit2D hit = Physics2D.Raycast(firePointPosition, (mousePosition - firePointPosition) * 100);
         Debug.DrawLine(firePointPosition, (mousePosition - firePointPosition) * 100);
         if (hit.collider != null)
         {
                 Debug.Log("Hit wasn't null");
         }
         if(hit.collider == null)
         {
             Debug.Log("We messed up");
         }
 
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Answer by aditya · Apr 13, 2016 at 10:32 AM

may be your gameObject that your are trying to detect the rayCastHit is missing its collider, coz Raycast only works on colliders, PLUS i would like you to reCheck your direction calculation if it is giving you the correct direction for raycast

PLUS : You should normalize your direction (mousePosition - firePointPosition).normalized * 100f

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avatar image Razputin · Apr 15, 2016 at 04:27 AM 1
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I was using 3D Colliders but the my ray was 2D

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