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Question by Gatau · Oct 13, 2016 at 05:53 PM · raycasthit detection

Raycast inconsistent

Hi, I have a teleportation script that will teleport a player to where the mouse is or to first wall hit, like this:

 private void Leap()
   {
     Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
 
     RaycastHit2D hit = Physics2D.Raycast(player.transform.position, mousePos, Mathf.Infinity, mask);
 
     if (hit.collider != null)
     {
       player.transform.position = new Vector3(hit.transform.position.x, hit.transform.position.y, 0);
     }
     else
     {
       player.transform.position = new Vector3(mousePos.x, mousePos.y, 0);
     }
   }

If I stand too far from the wall that should stop the Raycast, it fails to hit more often then if I stand far away from it. That means I easily can teleport past that wall if I am standing far enough from it.

The red walls should stop me from teleporting past them: https://dl.dropboxusercontent.com/s/41bk74r7q1kjpxb/raycast_bug.gif

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avatar image doublemax · Oct 13, 2016 at 07:12 PM 0
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The problem is that the if/else case gets executed before the Raycast has finished...

Until proven otherwise i'd say that's impossible.

avatar image Gatau · Oct 14, 2016 at 06:19 PM 0
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Why is this only working sometimes? I put a gif to show you how it works.

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Answer by Morgenstern_1 · Oct 14, 2016 at 03:47 PM

Raycast is synchronous, so that's not the problem.

I'm not sure your move code will work as you expect though - it'll only work when you're going from a certain direction. You'll always spawn 0.3 units before whatever wall you're aiming at, 0.3 units below it and at 0 on the z access.

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avatar image Gatau · Oct 14, 2016 at 06:17 PM 0
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Yes, this part is wrong, but it is not the cause of my problem.

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