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Question by OwClownfish · Jul 17, 2018 at 09:41 AM · c#raycastcollidergravity

Raycast not working on object without gravity

Hi! I am making a simple shooter scene where I have a weapon that makes enemies float and a normal gun. When just moving I can shoot the enemy and everyt$$anonymous$$ng works fine. When the enemy is of the ground when $$anonymous$$t by the other gun (setting the using gravity on the rigidbody to false) it is impossible to $$anonymous$$t it. I did find out it doesn't $$anonymous$$t it because it doesn't trigger the getcomponent function for getting the script of the enemy w$$anonymous$$ch it does when the enemy is grounded. Any help would be greatly appreciated!

Part of script that gets the $$anonymous$$t :

 {
         Vector3 fwd = transform.TransformDirection(Vector3.forward);
         RaycastHit $$anonymous$$t;
         if (Input.GetMouseButton(0) && cooldown <= 0)
         {
             Rigidbody clone;
 
             clone = Instantiate(bullet, transform.position, transform.rotation) as Rigidbody;
 
             
             clone.velocity = transform.TransformDirection(Vector3.forward * 10);
             Debug.DrawRay(transform.position, fwd * 10);
             cooldown = 0.3f;
             if (Physics.Raycast(transform.position, fwd, out $$anonymous$$t))
             {
                 Debug.Log("Hit!");
                     aibehav = $$anonymous$$t.transform.gameObject.GetComponent<AIbehav>();
                     aibehav.getDamage(damage);
                     print("somet$$anonymous$$ng is $$anonymous$$t!" + $$anonymous$$t);
                
             }
         }
 
     }

enemy script

     public float Health;
     UnityEngine.AI.NavMeshAgent nav;
     GameObject player;
     Vector3 playerpos;
     public float delay = 0;
     bool Up = false;
     public bool mayNav = true;
     // Use t$$anonymous$$s for initialization
     void Awake()
     {
         nav = GetComponent<UnityEngine.AI.NavMeshAgent>();
         player = GameObject.FindGameObjectWithTag("Player");
     }
 
     void Start()
     {
         Health = 100;
     }
 
 
     // Update is called once per frame
     void Update()
     {
         if (Health > 0 && nav.enabled == true)
         {
             playerpos = player.transform.position;
            
             nav.SetDestination(playerpos);
         }
         if (Health <= 0)
         {
             Destroy(gameObject);
         }
         delay -= 1 * Time.deltaTime;
     }
 
     public void getDamage(float damage)
     {
         Health -= damage;
     }
 
 }
 

gravity disable script

     private void OnTriggerEnter(Collider other)
     {
         if (other.gameObject.tag == "Enemy")
         {
             AIbehav aibehav = other.gameObject.GetComponent<AIbehav>();
             NavMeshAgent NVM = other.GetComponent<NavMeshAgent>();
             Rigidbody RB = other.GetComponent<Rigidbody>();
             RB.useGravity = false;
             NVM.enabled = false;
             RB.mass = -5.0f;
         }
     }

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