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Question by WaterChicken · Aug 25, 2012 at 10:24 PM · raycastingincorrect

Raycast doesn't hit correct position?

Hi all, I'm attempting to do shooting in an FPS using raycasting. In one project, it works fine and all, but in another the ray randomly jumps from the center of the screen to about a meter below it. I'm just shooting a ray from the center of the screen.

             if (Physics.Raycast(Camera.main.ScreenPointToRay(Vector3(Screen.width/2,Screen.height/2,0)),hit,100)){
                 //Do decal
                 var i : GameObject;
                 i = Instantiate(bulletHoleDecal,hit.point-transform.forward/64,Quaternion.FromToRotation(Vector3.forward, hit.normal));
                 i.transform.parent = hit.transform;
                 if(hit.collider.gameObject.isStatic){
                     Instantiate(impactPSystem,hit.point,Quaternion.Euler(Vector3.zero));
                 }
                 
                 //Add force
                 if (hit.rigidbody != null){hit.rigidbody.AddExplosionForce(50,hit.point,1,0,ForceMode.Force);};
                 
                 //Delay next shot
                 timer = timeBetweenShots;
                 
                 //Tell the other object that you've shot them
                 switch(hit.transform.tag){
                     case "Enemy": hit.transform.BroadcastMessage("hit",hit,SendMessageOptions.DontRequireReceiver);
                 }
             }

This is only the raycasting part.

Would anyone know why it works in one project, but not in another? I've checked everything and can't figure out why this is happening, if you need anymore code just ask. Any help is appreciated. Thanks in advance!

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avatar image WaterChicken · Aug 26, 2012 at 08:22 PM 0
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I had fixed this by deleting the current scene and creating a new one. Worked fine and everything, but when I started doing anything with the terrain it starting doing this again. Anyone know why this is happening?

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