11/20/2023 0 Comments Unity raycast tutorial![]() ![]() If enemy can reach this surrounding point and this surrounding point has an unobstructed path to the target ![]() Loop through array of surrounding vectorsįor(var m = 0 m < surroundingPoints.Count m++) SurroundingPoints.Add(new Vector3( + offsetI, stepOverHeight.y, + offsetK)) Offset by half of max to get negative distance Nested loop to build surrounding points vector array LayerMask = Physics.DefaultRaycastLayers & ~(1 surroundingPoints = new List() Here is my layer mask which basically says to ignore the player as a collider/obstacle: The target is the green cylinder in the back of the photo. Basically what I'm trying to do is generate points around an object/check if that object can reach those points, and check if those points can reach the target. You can see that it will work the same way as before, but right now our bullet is too fast, let’s decrease it’s speed so we can see it better that it only deals damage when it hits the enemy.I'm working on a raycast based pathfinding system. private void OnTriggerEnter2D(Collider2D collision)Įnemy enemy = () Next, go to the Bullet script on the OnCollisionEnter2D function and let’s get the Enemy component from the collider the Bullet is hitting at the moment, the same way the raycast did but now it doesn’t happen at the same time as we click the mouse button, this way we can have a bullet that travels way lower through the space and it only deals damage when it hits our enemy. if(hit) // If this is true then it hits something RaycastHit2D hit = Physics2D.Raycast(firePoint.position, firePoint.right) GameObject bulletInstance = Instantiate(bulletPrefab, firePoint.position, Quaternion.identity) First things first, let’s comment out the piece of code from our Shoot function from the Gun script that casts a ray. Well we have everything pretty much ready for that. ![]() Now after all this, it is very easy to make our bullet deals damage to the enemy after touching them instead of using raycasts. Split each character spritesheet to generate the frames. I configured the Red Character’s Spritesheets to Point on Filter Mode, Multiple on Sprite Mode and 48 pixels per unit. I downloaded some free assets from herefor the characters. So, I will show you how you do both of these methods, but first let’s setup the project. This mode is more precise and faster than using prefabs because you instantly get the enemy if the ray hits it at that moment. Point B being where the ray hits on the collider) directly where the gun is aiming at and if the ray hits an enemy collider then we can deal damage. Using this method, instead of instantiating anything, we will cast a ray (basically a line from point A to point B. We can instantiate prefabs from the fire point coming from the player and check if the instance collides with an enemy to deal damage, in this method the bullets can take a little time until it reaches the target, you can set its velocity but you cant put too fast so you dont break collision handling, also there is seconds or miliseconds that the enemy can escape the bullets. But if you want to see the bullets in the air, even for a fraction of a second, until it hits the target then using prefabs is a better way to achieve that. If you want a bullet to immediately hit the target you are aiming then maybe raycast is the best way to go. Using Prefabs or Raycasts will do to make it, you can choose one of them based on what you want to achieve in your game. Here is a simple walkthrough to make a simple 2D shooting mechanic. ![]()
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