• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by ParyPro · Dec 22, 2019 at 08:52 PM · collisionraycastcolliderraycastingraycasthit

Raycast Not Drawing In Target Direction

Hello. I've been tearing my hair out over this problem for a few days now.. & at this point I'm void of any more solutions to try.

It's a very simple game, my little square bounces across platforms to the finish line to win. What I wanted to do is have him be able to shoot a ray that destroys the enemies (spheres) upon any impact with the ray. This ray would be controlled by holding down the mouse in any direction to shoot from the Player position to the target (mouse click pos). I'd already been successful making my enemies a ray to rotate around for my player to dodge, so I figured I could just copy the same logic and tweak it.

alt text alt text

My quest eventually led me to create two different scripts, each now currently doing 1/ 2 of what I need. The images attached show one script in action and then the other. My playerlazerray1 script allows me to move the ray in any direction the mouse is at when it's clicked and held, however, upon touching enemies my ray does not trigger their destruction unless I move the ray very close. With my playerlazerray2 script, enemies are destroyed from any distance upon colliding but the line of sight hardly moves with my raycast (as seen in image attached).

PlayerLazerRay1 script:

 public class PlayerLazerRay : MonoBehaviour {
 
     public float distanceRayCanSee;
 
     public LineRenderer playerLineOfSight;
     public Gradient redColor;
 
     private Shake shake;
     private Vector2 target;
 
     bool PlayerShootingLazer;
 
     void Start()
     {
         shake = GameObject.FindGameObjectWithTag("ScreenShake").GetComponent<Shake>();
         
 
         Physics2D.queriesStartInColliders = false;
     }
 
 
     void Update()
     {
         
 
         if (Input.GetMouseButton(0))
         {
             playerLineOfSight.enabled = true;
             PlayerShootingLazer = true;
             Invoke("EndLazer", 2.5f);
         }
 
         if (PlayerShootingLazer == true)
         {
             target = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             RaycastHit2D hitInfo = Physics2D.Raycast(transform.position, target, distanceRayCanSee + 50);
 
             if (hitInfo.collider != null)
             {
                 Debug.DrawLine(transform.position, target, Color.red);
                 playerLineOfSight.SetPosition(1, target);
                 playerLineOfSight.colorGradient = redColor;
 
                 if (hitInfo.collider.CompareTag("Enemy"))
                 {
                     print("YES");
                     Destroy(hitInfo.collider.gameObject);
                     hitInfo.collider.gameObject.SetActive(false);
                 }
             }
             else
             {
                 Debug.DrawLine(transform.position, target * distanceRayCanSee, Color.red);
                 playerLineOfSight.SetPosition(1, target * distanceRayCanSee);
                 playerLineOfSight.colorGradient = redColor;
             }
 
             playerLineOfSight.SetPosition(0, transform.position);
         }
     }
 
     void OnTriggerEnter2D(Collider2D other)
     {
         shake.CamShake();
 
     }
 
     void EndLazer()
     {
         playerLineOfSight.enabled = false;
         PlayerShootingLazer = false;
     }
 }


PlayerLazerRay2 script:

 public class PlayerLAzerRay2 : MonoBehaviour {
 
     public float distanceRayCanSee;
 
     public LineRenderer playerLineOfSight;
     public Gradient redColor;
 
     private Shake shake;
     private Vector2 target;
 
     bool PlayerShootingLazer;
 
     void Start()
     {
         shake = GameObject.FindGameObjectWithTag("ScreenShake").GetComponent<Shake>();
         
 
         Physics2D.queriesStartInColliders = false;
     }
 
 
     void Update()
     {
         
 
         if (Input.GetMouseButton(0))
         {
             playerLineOfSight.enabled = true;
             PlayerShootingLazer = true;
             Invoke("EndLazer", 2.5f);
         }
 
         if (PlayerShootingLazer == true)
         {
             target = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             RaycastHit2D hitInfo = Physics2D.Raycast(transform.position, target, distanceRayCanSee + 50);
 
                 Debug.DrawLine(transform.position, target, Color.red);
                 playerLineOfSight.SetPosition(1, target);
                 playerLineOfSight.colorGradient = redColor;
 
             if (hitInfo.collider.CompareTag("Enemy"))
             {
                 print("YES");
                 Destroy(hitInfo.collider.gameObject);
                 hitInfo.collider.gameObject.SetActive(false);
             }
             else 
             {
                 Debug.DrawLine(transform.position, target * distanceRayCanSee, Color.red);
                 playerLineOfSight.SetPosition(1, target * distanceRayCanSee);
                 playerLineOfSight.colorGradient = redColor;
             }
 
             playerLineOfSight.SetPosition(0, transform.position);
         }
     }
 
     void OnTriggerEnter2D(Collider2D other)
     {
         shake.CamShake();
 
     }
 
     void EndLazer()
     {
         playerLineOfSight.enabled = false;
         PlayerShootingLazer = false;
     }
 }
 


If anyone has a solution to this, it would be extremely appreciated!

unnamed-1.png (99.5 kB)
unnamed.png (98.1 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

236 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How do I check for collisions when I move objects based on Time.deltaTime? 3 Answers

Raycast exit point of collider 0 Answers

Raycast bullet collision problem 1 Answer

Multiple hit detection with Raycasting? 2 Answers

Detect RaycastHit on Character Controller 2 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges