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Question by Pux0003 · Nov 06, 2020 at 05:33 PM · raycastshootingenemy ai

Enemy sees/shoots player behind walls

I've had this bug for a while now, I've tried having a Raycast which checks if there are walls in the space between both player and enemy but it doesn't work. He can't actually hit the player but he doesn't go looking for him. Here's the code:

 public NavMeshAgent agent;
     
         public Transform player;
     
         public LayerMask Ground, Player;
     
         public float health;
         public float damage;
     
         //Patroling
         public Vector3 walkPoint;
         bool walkPointSet;
         public float walkPointRange;
     
         //Attacking
         public float timeBetweenAttacks;
         bool alreadyAttacked;
         public float range = 100;
     
         //States
         public float sightRange, auxsightrange, attackRange;
         public bool playerInSightRange, playerInAttackRange, behindwall;
     
         private void Awake()
         {
             auxsightrange = sightRange;
             player = GameObject.Find("FPSController").transform;
             agent = GetComponent<NavMeshAgent>();
         }
     
         private void Update()
         {
             //Check for sight and attack range
             playerInSightRange = Physics.CheckSphere(transform.position, sightRange, Player);
             playerInAttackRange = Physics.CheckSphere(transform.position, attackRange, Player);
     
     
             if (!playerInSightRange && !playerInAttackRange) Patroling();
             if (playerInSightRange && !playerInAttackRange) ChasePlayer();
             if (playerInAttackRange && playerInSightRange)
                 AttackPlayer();
         }
     
         private void Patroling()
         {
             if (!walkPointSet) SearchWalkPoint();
     
             if (walkPointSet)
                 agent.SetDestination(walkPoint);
     
             Vector3 distanceToWalkPoint = transform.position - walkPoint;
     
             //Walkpoint reached
             if (distanceToWalkPoint.magnitude < 1f)
                 walkPointSet = false;
         }
         private void SearchWalkPoint()
         {
             //Calculate random point in range
             float randomZ = Random.Range(-walkPointRange, walkPointRange);
             float randomX = Random.Range(-walkPointRange, walkPointRange);
     
             walkPoint = new Vector3(transform.position.x + randomX, transform.position.y, transform.position.z + randomZ);
     
             if (Physics.Raycast(walkPoint, -transform.up, 2f, Ground))
                 walkPointSet = true;
         }
     
         private void ChasePlayer()
         {
             agent.SetDestination(player.position);
         }
     
         private void AttackPlayer()
         {
             //Make sure enemy doesn't move
             agent.SetDestination(transform.position);
     
             transform.LookAt(player);
     
             if (!alreadyAttacked)
             {
                 ///Attack code here
                 RaycastHit hit;
                 Physics.Raycast(transform.position, transform.forward, out hit, range);
                 UnityEngine.Debug.DrawRay(transform.position, transform.forward * range, Color.red, 1);
     
                 PlayerStatus target = hit.transform.GetComponent<PlayerStatus>();
                 if (target != null)
                 {
                     target.TakeDamage(damage);
                 }
                 ///End of attack code
     
                 sightRange = auxsightrange;
     
                 alreadyAttacked = true;
                 Invoke(nameof(ResetAttack), timeBetweenAttacks);
             }
         }
 
 
 

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