• 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
Question by chainylol · Mar 02, 2020 at 04:39 PM · raycastnullreferenceexceptionnull

Help with raycast == null

Hey all, so i have a bit of a problem which i just cant seem to find a solution to. Imagine this: An enemy ship moves towards a grid of tiles (0.5 unit grid). If it collides with a tile, it adds it to an array of objects to attack. Then it shoots a raycast at the tile above and at the tile below. If they are != null, they are also added to the array. If one of the tiles are null, the script does not work. It works fine if all tiles are existing, but if only one or two are there, it breaks. Any help appreciated. Thanks.

Here is the function:

 private void OnTriggerEnter2D(Collider2D collision)
 {
     if(collision.tag == "MortarRange") 
     {
         health -= 10;
     }
 
     if (!isGoingBack)
     {
         if (canTag)
         {
             if (collision.tag != "Enemy")
             {
                 if (collision.tag == "Tile" || collision.tag == "Building")
                 {
                     targets.Clear();
                     canClear = false;
                     canMove = false;
                     collision.GetComponent<SpriteRenderer>().color = Color.red;
                     targets.Add(collision.gameObject);
                     canTag = false;
 
                     RaycastHit2D hit = Physics2D.Raycast(new Vector2(targets[0].transform.position.x, targets[0].transform.position.y + 0.5f), Vector2.zero);
 
                     if (hit.collider.gameObject != null)
                     {
                         if (hit.collider.name != "tile_water_rocks(Clone)" && hit.collider.tag != "Enemy")
                         {
                             targets.Add(hit.collider.gameObject);
                             hit.collider.GetComponent<SpriteRenderer>().color = Color.red;
                         }
                     } 
                     
 
 
                     RaycastHit2D hit2 = Physics2D.Raycast(new Vector2(targets[0].transform.position.x, targets[0].transform.position.y - 0.5f), Vector2.zero);
                     if (hit2.collider.gameObject != null)
                     {
                         if (hit2.collider.name != "tile_water_rocks(Clone)" && hit.collider.tag != "Enemy")
                         {
                             targets.Add(hit2.collider.gameObject);
                             hit2.collider.GetComponent<SpriteRenderer>().color = Color.red;
                         }
                        
                     } 
 
                     CancelInvoke("Attack");
                     InvokeRepeating("Attack", 0.1f, 3);
                 }
             }
 
         }
     }
 }


Comment

People who like this

0 Show 3
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
avatar image Hellium · Mar 02, 2020 at 04:50 PM 0
Share

I haven't read your code completely, but giving Vector2.zero as direction in the Physics2D.Raycast method does not make sense.

avatar image Hellium · Mar 02, 2020 at 04:51 PM 0
Share

You may want to do this instead:

 RaycastHit2D hit = Physics2D.Raycast(targets[0].transform.position, Vector2.up);

and

 RaycastHit2D hit2 = Physics2D.Raycast(targets[0].transform.position, -Vector2.up);
avatar image chainylol Hellium · Mar 02, 2020 at 04:55 PM 0
Share

Its a 2D game and the raycast shoots just where i want it to. Thats not the problem.

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

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

171 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

Related Questions

Raycast causes game to crash when shooting up 1 Answer

(2D) Raycast check - null reference even when (RayHit != null) 2 Answers

Help with fixing NullReferenceException 3 Answers

How to register if my Raycast hits nothing(Solved) 2 Answers

How can I have a raycast ignore a layer completely? 4 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges