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Question by kayb14 · Jul 22, 2020 at 04:16 PM · physicsraycastdots

RaycastCommand doesn't hit entities

The RaycastCommand job only hits on UnityEngine.Physics collider, but not on Unity.Physics collider. How do I cast rays against DOTS physic entities? Or am I just missing something?

 protected override void OnUpdate()
     {
         // stores amount of queried entities
         int dataCount = query.CalculateEntityCount();
         // concurrent command buffer for use in parralel jobs
         var commandBuffer = bufferSystem.CreateCommandBuffer().ToConcurrent();
 
         Vector3 playerPos = PlayerController.player.position;
 
         // Allocating native arrays to store data inbetween jobs
         NativeArray<UnityEngine.RaycastHit> results = new NativeArray<UnityEngine.RaycastHit>(dataCount, Allocator.TempJob);
         NativeArray<RaycastCommand> raycastCommand = new NativeArray<RaycastCommand>(dataCount, Allocator.TempJob);
         NativeArray<bool> hit = new NativeArray<bool>(dataCount, Allocator.TempJob);
 
         // building raycast commands based on selected entities
         JobHandle jobHandle = Entities.WithStoreEntityQueryInField(ref query) // this stores the amount of affected entities and adjusts the native arrays
             .ForEach((Entity entity, int entityInQueryIndex,ref Follow follow, in Translation translation, in EnemyType type, in InRange inRange) =>
             {
                 Vector3 origin = (Vector3)translation.Value + Vector3.up;
                 Vector3 direction = (playerPos) - ((Vector3)translation.Value + Vector3.up);
                 direction = direction.normalized;
                 raycastCommand[entityInQueryIndex] = new RaycastCommand(origin, direction,500);
             }).ScheduleParallel(Dependency);
 
         JobHandle handle = RaycastCommand.ScheduleBatch(raycastCommand, results, results.Length, jobHandle);
         // Wait till raycasts are done because they must be processed on the main thread
         handle.Complete();
         // Handling raycast results on the main thread
         for(int i =  0; i< dataCount;i++)
         {
             if(results[i].collider == null)
             {
                 hit[i] = true;
             }
             else
             { hit[i] = false; }
             Debug.Log(results[i].collider);
         }
         // Adding Components to entities
         JobHandle addComponent = Entities
             .ForEach((Entity entity, int entityInQueryIndex,ref Follow follow, in InRange inRange) =>
             {
                 if (hit[entityInQueryIndex])
                 {
                     commandBuffer.SetComponent<Follow>(entityInQueryIndex, entity, new Follow { style = 1});
                 }
                 else
                 {
                     commandBuffer.SetComponent<Follow>(entityInQueryIndex, entity, new Follow { style = 0 });
                 }
             }).ScheduleParallel(handle);
         addComponent.Complete();
         // Dispose Native Arrays
         results.Dispose();
         raycastCommand.Dispose();
         hit.Dispose();
         // Buffer system depends on job "addComponent"
         bufferSystem.AddJobHandleForProducer(addComponent);
     }
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