// Update is called once per frame void FixedUpdate() { if (ledgeScript.GetGrabbing()) { RaycastHit L_hit; RaycastHit R_hit; //Physics.Raycast(IKRayOrigin.transform.position + originOffset, -IKRayOrigin.transform.up + leftVector, out L_hit, ledgeScript.grabHeight) if (Physics.Raycast(IKRayOriginLeft.position, IKRayOriginLeft.forward, out L_hit, grabbableLayer)) { leftHandIK = true; Debug.Log(L_hit.collider.name); leftHandPos = L_hit.point; leftHandRot = Quaternion.FromToRotation(Vector3.forward, L_hit.transform.right); } else { leftHandIK = false; } //Physics.Raycast(IKRayOrigin.transform.position + originOffset, -IKRayOrigin.transform.up + rightVector, out R_hit, ledgeScript.grabHeight) if (Physics.Raycast(IKRayOriginRight.position, IKRayOriginRight.forward, out R_hit, grabbableLayer)) { Debug.Log(R_hit.collider.name); rightHandIK = true; rightHandPos = R_hit.point; rightHandRot = Quaternion.FromToRotation(Vector3.forward, R_hit.transform.right); } else { rightHandIK = false; } } }