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Question by Jovork · Feb 17, 2017 at 09:15 AM · c#raycastvector3linerendererprototype

Linerenderer doesn't match my ray.

So I have this code that I am experimenting with, and the inputs and everything works fine, although when I test my Line Renderer, the lines do not match with my Debug.DrawRay test.

Like this: alt text

It gets worse the closer it gets to the origin too: alt text

Here is my code:

 void PreJump()
     {
         
         
         //Mouse Pos
         Vector3 direction = Vector3.zero;
         Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         if (Physics.Raycast(ray)) {
 
             //placeholder values
              direction.x = ray.direction.x*50;
              direction.y = ray.direction.y * 50;
         }
 
 
         Vector3 top = Calculator.GetTop(gameObject);
         
        
         //lr is the linerenderer
         lr.SetPosition(1, top);
         lr.SetPosition(0, direction);
         Debug.DrawRay(top,direction);
         if (Input.GetKeyDown(KeyCode.Space))
         {
             jumpDirection = direction;
             preJumpPhase = false;
             Jump();
         }
     }

Any help would be appreciated!

unity-2017-02-16-16-25-29.png (55.9 kB)
unity-2017-02-16-16-29-07.png (20.9 kB)
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Answer by hexagonius · Feb 17, 2017 at 10:40 AM

You're setting a direction as the position for the LineRenderer, which only consists of positions. assign positions only (the same as if you were using Debug.DragLine instead of DragRay)

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