Can I use two Raycasts in an Update() method?

I have a trigger for my climbable wall and if I am trying to descend the wall from the top, I have a Raycast that shoots down to check if I should enter the trigger, and if so then it takes me to the movement code inside my Update() method.

However in my Update() method I have another Raycast that also shoots down to check if I’ve reached the bottom of the wall and if so, then I stop climbing/descending the wall. This makes sure that my player character no longer sinks into the ground.

But now because of this, my first Raycast does not work and it just kicks me off the ledge. I found the issue, and if I get rid of my entire second Raycast, but leave my first one where it is, the problem goes away. But I need the second Raycast because otherwise my player sinks into the ground whilst still in the trigger.

// Code snippet
void OnTriggerEnter(Collider col)
{
        if (col.gameObject.tag == "ClimbableWall")
        {
            if (Physics.Raycast(transform.position, Vector3.down, 0.8f))
            {
                Debug.Log("Raycast down");
                movement.enabled = false; // Disable my main script for player movement
                this.enabled = true; // Enable this WallClimb script
                climbing = !climbing;
            }
            else
            {
                movement.enabled = true;
                this.enabled = false;
                climbing = !climbing;
            }
        }
}

void Update()
{
        if (climbing == true)
        {
            if (Input.GetKey(KeyCode.S))
            {
                controller.transform.position += Vector3.down * speed * Time.deltaTime;
                if (Physics.Raycast(transform.position, Vector3.down, 1f))
                {
                    movement.enabled = true; // Enable my main script for player movement
                    this.enabled = false; // Disable this WallClimb script
                }
            }
        }
}

You can use as many raycasts as you like.

None of them are related in any way.

However, if you re-use the same RaycastHit object (for example), each Raycast would wipe out any and all antecedent data in the RaycastHit

1 Like

Yeah sorry, I added hits to each raycast (just forgot to update the code in my post), but there was no change.

What I meant to ask was, is there any way to make my first Raycast only activate once while OnTriggerEnter is active? Because currently, I believe that my two Raycasts that are shooting downwards are both overlapping eachother, so the second Raycast cancels the first one out. But I only need the first Raycast for the initial hit and nothing more.

I think it is going to come down to making the simplest level to prove this out with only a few specifically-named colliders in it and then get to debugging to find out what you’re hitting and when, what is going wrong with the logic.

Time to start debugging! Here is how you can begin your exciting new debugging adventures:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the names of the GameObjects or Components involved?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

“When in doubt, print it out!™” - Kurt Dekker (and many others)

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.