# Hover Effect with more rays as turbines?

Hello,

along time ago I found this script that creates a hover effect that works well with small objects (because the boundaries are nearer to center-pivot where the ray starts).

``````private var rb : Rigidbody;
private var currentHeight : float = 0.0;
private var hoverForceMultiplier : float = 0.0;
private var hoverForceApplied : Vector3 = Vector3(0, 0, 0);

function Start() {
rb = GetComponent.<Rigidbody>();
}

function FixedUpdate (){
// -- find hover distance and add force to make hover
var rayHit : RaycastHit;
if(Physics.Raycast(transform.position, Vector3.down, rayHit)){
currentHeight = rayHit.distance;
if (currentHeight < (hoverDistance - Time.deltaTime)){
// find percentage of currentHeight below hoverDistance
hoverForceMultiplier = (hoverDistance - currentHeight) / hoverDistance;
hoverForceApplied = (Vector3.up * hoverForce * hoverForceMultiplier) + (Vector3.up * 9.8);
} else {
// apply anti-gravity force for half distance above hoverDistance
if ((currentHeight - hoverDistance - Time.deltaTime) < (hoverDistance / 2)){
hoverForceApplied = (Vector3.up * 9.8) * ((hoverDistance - (currentHeight - hoverDistance)) / hoverDistance);
}
}
}
Debug.DrawLine(transform.position,Vector3(transform.position.x, transform.position.y-hoverDistance, transform.position.z), Color.green);
}
``````

However, it is better to have multiple rays checking the distance to the ground as a hovercar has different amounts of turbines instead of having one ray starting from the center of the car.

I have thought about a ray-array variable in the inspector that creates a new ray with a position variable to place it in the right direction where the turbines are, but I don’t know overall how to solve this.

Please, could someone point me in the right direction?