IEnumerator Start() { //InvokeRepeating("CastRays", 0, updateRate); personSight = GetComponent<PersonSight>(); collider = GetComponent<SphereCollider>(); yOffset = personSight.GetRayPos1(); // Collide with everything except layer 2 layerMask = 1 << 2; // invert layerMask = ~layerMask; yield return StartCoroutine("WaitAndPrint"); }