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Question by Meme12321 · Oct 23, 2020 at 06:21 AM · 2draycasthit2d

How do I get my 2D Raycast to Go through a tagged collider without detecting it.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.XR;
 
 public class ShootRayOut : MonoBehaviour
 {
     public Transform ShootHere;
     public LineRenderer lineRenderer;
 
     void Update()
     {
         GameObject grabDetect = GameObject.Find("grabDetect");
         grab ItemHeld = grabDetect.GetComponent<grab>();
         string whatItem = ItemHeld.ItemHeld;
         if (whatItem == gameObject.name)
         {
             if (Input.GetKey(KeyCode.S))
             {
                 if (Input.GetKeyDown(KeyCode.D))
                 {
                     StartCoroutine(Shoot());
 
                 }
             }
         }
         IEnumerator Shoot()
         {
 
             //direction = destination - source
             Vector2 direction = (ShootHere.transform.position - transform.position);
             RaycastHit2D hitInfo = Physics2D.Raycast(transform.position, direction, 40);
             Debug.DrawRay(transform.position, direction, Color.red);
           //This is me trying to get the raycast to not hit the player hitbox, this does not do that, it just causes 
           //the raycast to end the detection when it hits the object and instead procead to draw a line (The else statement)
           //How do I get my raycast to ignore the tagged objects and to detect the next object past itself and the player?
             if (hitInfo && hitInfo.collider.tag != "Player1" && hitInfo.collider.name != gameObject.name)
             {
                 Debug.Log("RayCast hit a hitbox, the name is" + hitInfo.collider.name);
                 lineRenderer.positionCount = 2;
                 lineRenderer.SetPosition(0, transform.position);
                 lineRenderer.SetPosition(1, hitInfo.point);
             }
             else
             {
                 lineRenderer.positionCount = 2;
                 lineRenderer.SetPosition(0, transform.position);
                 lineRenderer.SetPosition(1, ShootHere.position + ShootHere.right * 100);
             }
             lineRenderer.enabled = true;
             yield return new WaitForSeconds(0.02f);
             lineRenderer.enabled = false;
         }
     }
 }
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