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Question by OfficerSugar · Jan 28, 2018 at 04:01 PM · physics2dcollider2draycasthit2dlayermasklinecast

Physics2D.Linecast ignoring walls

In my current project all enemies cast a linecast towards the player, but even when there are walls between them the raycast$$anonymous$$t2d.transform always returns the player transform anyway, why is t$$anonymous$$s happening?

 RaycastHit2D ray = Physics2D.Linecast(transform.position, player.transform.position, 9);
         print(ray.collider);
         if (ray.transform == player.transform)
         {
             print("in sight");
         }


also: 9 is the layermask of the enemy so it doesn't return itself, also just found out that when you set the layermask to wall it always returns null

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Answer by OfficerSugar · Jan 28, 2018 at 07:25 PM

So turns out the problem was my absolute misunderstanding of how layermasks work:

If you want a raycast (or in t$$anonymous$$s case a linecast) to $$anonymous$$t every layer except one you have to do t$$anonymous$$s magic:

 int layerMask =~ LayerMask.GetMask("Enemy");
  
 Physics.Raycast(...,LayerMask);

I found t$$anonymous$$s answer here: https://answers.unity.com/questions/1343414/ignore-one-layermask-question.html

Thanks to @oStaiko for indirectly answering my question!

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