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Question by unity_IGZ6zkFUAkjoww · May 14, 2019 at 09:04 AM · vector3raycastingtransform.position2d-physics

Unity2d rotation, transform.position and raycasting question

Im trying to make a 2d game in which you can move the character using wasd and the character is always looking at the mouse. The next thing i want to make is a 2d cone shaped raycast in the direction the character is looking. The code i have right now is this: (Dont mind the debug.line, this is just to visualise the rays for later)

     //variables for rotating object to mouse position
     var mousePosition = Input.mousePosition;
     var screenPoint = Camera.main.WorldToScreenPoint(transform.localPosition);
     var offset = new Vector2(mousePosition.x - screenPoint.x, mousePosition.y - screenPoint.y);
     var angle = Mathf.Atan2(offset.y, offset.x) * Mathf.Rad2Deg;

     transform.rotation = Quaternion.Euler(0, 0, angle);
     //Cone 60 degrees, 30 degrees to top, 30 degrees to bottom
     for (int i = 0; i < 30; i = i + 2)
     {
         var rad = i * Mathf.PI / 180;
         difference = (Mathf.Tan(rad) * 5);

         
         Vector3 directionUp = new Vector3(transform.position.x + 5, transform.position.y + difference, 0.0f);
         Vector3 directionDown = new Vector3(transform.position.x + 5, transform.position.y - difference, 0.0f);


         Debug.DrawLine(transform.position, directionUp, Color.green);
         Debug.DrawLine(transform.position, directionDown, Color.green);
     }

However now the debug lines are always facing the world axis of transform.position.x + 5, so it is not facing the direction it is looking. I was hoping that using transform.position.x + 5 would use the local x/ y axis of the object with rotation in mind but it doesnt seem to work like that. Any tips for fixing this?

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