• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by A20T3M4 · May 14, 2016 at 10:52 PM · raycastaitagline of sight

RayCast2D not returning values as expected

Hey all,

I'm having an issue with the RayCast2D. After reading the documentation it should be working, but I can't seem to figure out what I'm doing wrong. The code below is designed to stop the NPC from shooting if there is a wall between it and its target, however its still ignoring the walls completely and just shooting at them. My best guess is that its a logic issue of some kind but I can't figure out whats wrong.

  //Check has line of sight on target
                     RaycastHit2D hit = Physics2D.Raycast(transform.position, transform.right, sleepDistance); //Uses raycast to see whats in front of player
                     if (hit)
                     {
                         if (!hit.collider.transform.CompareTag("Obstacle"))//Checks if wall is not in front of player
                             transform.GetChild(0).SendMessage("fireGun", SendMessageOptions.DontRequireReceiver); //Fires gun if wall is not in front of player
                         else
                             Debug.Log("Cast: " + hit.transform.tag); //Debug to see when wall is in front of player, never triggered.
                     }

I've double checked to make sure the walls are all properly tagged, and that its spelled right and everything.

Any ideas? Thanks in advance.

Comment
Add comment · Show 3
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image JackMini36 · May 14, 2016 at 11:55 PM 0
Share

$$anonymous$$ay seem obvious, but do the walls have colliders?

avatar image A20T3M4 · May 15, 2016 at 12:04 AM 0
Share

Yes. The walls all have BoxCollider2D

avatar image JackMini36 A20T3M4 · May 15, 2016 at 12:19 AM 0
Share

well does the debug print the correct hits? Try drawing your raycasts so you can see if they actually hit a wall (maybe sleepDistance does not reach the wall?)

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

AI raycasting problem 0 Answers

gameObject tag 2 Answers

issue with AI shooting other AI 0 Answers

use Physics.OverlapSphere to detect neighbour of same tag in list of gameObjects 1 Answer

GetComponent, gameObject.tag vs gameObject.layer 1 Answer

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges