Hey Folks 
I do some raycasting to check whether it hit an object or not. Now I like to cast two more rays.
I know that I can writ down Vector3.forward as Vector(0, 0, 1).
my raycast-code is:
Physics.Raycast(transform.position, transform.forward, hit, raydistance))
but when I try to replace âforwardâ with my custom vector (0,-1,1) then I get an error message.
Do you know why? Or sould I rather use diferent methods than raycasting if I wanted to cast more than one ray from an object?
Cheers!
Dawnreaver
Maybe posting the line of code thatâs not working along with the error message would help. 
Thats actually a good idea 
// this script lets the player collect stones
static var stonecount = 0;
// length of the cast ray
var raydistance : float = 2;
function Update ()
{
var hit : RaycastHit;
if(Physics.Raycast(transform.position, transform.Vector3(0,0,1), hit, raydistance))
{
// tests if the ray is hitting a stone, if no the player plays a sound, if yes the stone gets collected
if(Input.GetButtonDown("Grab_Object"))
{
if(hit.collider.gameObject.tag != "stone")
{
audio.Play();
}
if(hit.collider.gameObject.tag =="stone")
{
stonecount += 1;
Destroy(hit.collider.gameObject);
}
}
// tests if there is an object in the way when the player puts down the stone
if(Input.GetButtonDown("Drop_Object"))
{
if(hit.collider.gameObject.tag =="stone")
{
audio.Play();
}
}
}
}
and the error message:
âVector3â is not a member of âUnityEngine.Transfromâ
Replace:
transform.Vector3(0,0,1)
with:
new Vector3(0,0,1)
(Note that this is to solve your error, havenât looked at what you are trying to actually achieve).
Essentially, transform.forward just converts the <0,0,1> vector from the objectâs local space to world space. If you want to do this with an arbitrary vector, you can use transform.TransformDirection.