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Question by Diamonddoggames · Mar 27, 2020 at 02:20 AM · raycastfollowfollow player

Make a Raycast follow an object

I'm trying to make this solider follow the player when it is in site. But the gun raycast doesn't follow the player. Is their a way to make it so that the raycast can follow the player?

Vector3 forward = transform.TransformDirection(Vector3.forward) * rangeForSoilder; Debug.DrawRay(transform.position, forward, Color.green); RaycastHit hitInfo; if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hitInfo, rangeForSoilder) && (Time.time > timeLastShot + delayBetweenShots)) { var hitRotation = Quaternion.FromToRotation(Vector3.up, hitInfo.normal); timeLastShot = Time.time; Debug.Log(hitInfo.transform.name); hitornot = Random.Range(minRan, maxRan); if (hitInfo.transform.name == ("Player")) { } healthanddie HD = hitInfo.transform.GetComponent<healthanddie>(); if (HD != null) { GunFire.Play(); muzzleFlash.Play(); if (hitornot == 1) { HD.TakeDamage(damage); var bloodvar = Instantiate(BloodTransform, hitInfo.point, hitRotation); bloodvar.transform.SetParent(hitInfo.transform, true); lookRadius = SeeRadiusSize; } } }

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Answer by Diamonddoggames · Mar 27, 2020 at 02:21 AM

Here a better form of the script

    Vector3 forward = transform.TransformDirection(Vector3.forward) * rangeForSoilder;
         Debug.DrawRay(transform.position, forward, Color.green);
 
         RaycastHit hitInfo;
         if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hitInfo, rangeForSoilder) && (Time.time > timeLastShot + delayBetweenShots))
 
         {
           
 
             var hitRotation = Quaternion.FromToRotation(Vector3.up, hitInfo.normal);
 
             
 
             timeLastShot = Time.time;
 
             Debug.Log(hitInfo.transform.name);
 
             hitornot = Random.Range(minRan, maxRan);
 
 
             if (hitInfo.transform.name == ("Player"))
             {
             
 
                 
             }
 
             healthanddie HD = hitInfo.transform.GetComponent<healthanddie>();
             if (HD != null)
             {
                 
 
                 GunFire.Play();
                 muzzleFlash.Play();
 
 
 
                 
 
           
 
                 if (hitornot == 1)
                 {
 
                 
                 HD.TakeDamage(damage);
                 var bloodvar = Instantiate(BloodTransform, hitInfo.point, hitRotation);
                 bloodvar.transform.SetParent(hitInfo.transform, true);
                     lookRadius = SeeRadiusSize;
 
 
                 }
                
             }
         }
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