// Update is called once per frame void FixedUpdate() { rayEnd.localPosition = new Vector3(0, 0, range); forward = transform.TransformDirection(Vector3.forward); RaycastHit raycastHit; if (UnityEngine.Physics.Raycast(transform.position, forward, out raycastHit, rayEnd.localPosition.z, maskPack.Value())) { rayHitDistance = raycastHit.distance; objectInRange = raycastHit.collider.gameObject; detected = true; } else { detected = false; } }
// Update is called once per frame void FixedUpdate() { rayEnd.localPosition = new Vector3(0, 0, range); forward = transform.TransformDirection(Vector3.forward); RaycastHit raycastHit; if (UnityEngine.Physics.Raycast(transform.position, forward, out raycastHit, rayEnd.localPosition.z, maskPack.Value())) { rayHitDistance = raycastHit.distance; objectInRange = raycastHit.collider.gameObject; detected = true; /*if ( !( ( objectInRange.tag == "Obstacle" ) || ( objectInRange.tag == "Collect" ) || ( objectInRange.tag == "Enemy" ) ) ) { * * * detected = true; * //Debug.Log ( objectInRange.layer.ToString () ); * * } * else { * * detected = false; * * }*/ } else { detected = false; } }