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Question by conguerror · Jan 27, 2021 at 04:12 PM · collisionraycastraycastingraycasthitray

Raycast goes through

I don't know where is the problem, ray just goes through the wall. Layermask is checked correctly and origin is be$$anonymous$$nd the wall. But it still goes through the cube. I want enemy AI not to shoot if there is a wall. Code:

   public virtual bool SeeingAlligned()
         {
             if (seeingOrigin != null)
             {
                 Ray ray = new Ray(seeingOrigin.position, seeingOrigin.forward*attackDistance);
                 Debug.DrawRay(seeingOrigin.position, seeingOrigin.forward*attackDistance, Color.blue, 2f);
                 return Physics.Raycast(ray, out $$anonymous$$t, attackDistance, playerLayermask);
             }
             else
             {
                 Debug.Log("No ray origin for line of sight check");
                 return false;
             }
         }


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2.png (145.2 kB)
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Answer by NPnpNPnpNP · Jan 27, 2021 at 04:46 PM

The problem is in t$$anonymous$$s line :

Physics.Raycast(ray, out $$anonymous$$t, attackDistance, playerLayermask);.

In the second screenshot, we can see that you selected the "Default" layer for the wall.

You may want to change playerLayerMask to Physics.AllLayers or if you want to ignore the playerLayerMask, change it to ~playerLayerMask.

Check t$$anonymous$$s link for more details.

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avatar image conguerror · Jan 27, 2021 at 04:59 PM 0
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avatar image conguerror · Jan 27, 2021 at 05:06 PM 0
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avatar image NPnpNPnpNP conguerror · Jan 27, 2021 at 05:16 PM 0
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avatar image conguerror NPnpNPnpNP · Jan 27, 2021 at 05:20 PM 0
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