A tip is, you must disable Edit > ProjectSettings > Physics2D > Queries Start in Collider
This mean that the Raycast will not collide with the Collider where it starts in.
public int numPositions = 3; public Vector3 diretion = new Vector2(1, 1); public LineRenderer lineRenderer;
void UpdateLineRenderer() { Vector3 actualDirection = diretion; Vector3 actualPosition = transform.position; Vector3 lastPosition = actualPosition; lineRenderer.SetPosition(0, actualPosition); for (int x = 1; x < numPositions; x++) { RaycastHit2D hit = Physics2D.Raycast(lastPosition, actualDirection); lineRenderer.SetPosition(x, hit.point); lastPosition = hit.point; actualDirection = Vector3.Reflect(actualDirection, hit.normal); } }
We can use the Debug.DrawRay to see the Raytrace:
Debug.DrawRay(transform.position, diretion*100);
Nenhum comentário:
Postar um comentário