when I run this code it gives me the error:
LineRenderer.SetPosition index out of bounds!
UnityEngine.LineRenderer:SetPosition(Int32, Vector3)
raycast:Update() (at Assets/Keep/Pack/raycast.cs:66)
here is the code:
using UnityEngine;
using System.Collections;
public class raycast : MonoBehaviour {
public int gunDamage = 1;
public float fireRate = 0.25f;
public float weaponRange = 50f;
public float hitForce = 100f;
public Transform gunEnd;
public Camera fpsCam;
private WaitForSeconds shotDuration = new WaitForSeconds(0.07f);
private AudioSource gunAudio;
private LineRenderer laserLine;
private float nextFire;
void Start ()
{
laserLine = GetComponent<LineRenderer>();
gunAudio = GetComponent<AudioSource>();
}
void Update ()
{
if (Input.GetButtonDown("Fire1") && Time.time > nextFire)
{
nextFire = Time.time + fireRate;
StartCoroutine (ShotEffect());
Vector3 rayOrigin = fpsCam.ViewportToWorldPoint (new Vector3(0.5f, 0.5f, 0.0f));
RaycastHit hit;
Debug.DrawRay(transform.position, rayOrigin, Color.green);
laserLine.SetPosition (1, gunEnd.position);
if (Physics.Raycast (rayOrigin, fpsCam.transform.forward, out hit, weaponRange))
{
laserLine.SetPosition (0, hit.point);
ShootableBox health = hit.collider.GetComponent<ShootableBox>();
if (health != null)
{
health.Damage (gunDamage);
}
if (hit.rigidbody != null)
{
hit.rigidbody.AddForce (-hit.normal * hitForce);
}
}
else
{
laserLine.SetPosition (1, rayOrigin + (fpsCam.transform.forward * weaponRange));
}
}
}
private IEnumerator ShotEffect()
{
gunAudio.Play ();
laserLine.enabled = true;
yield return shotDuration;
laserLine.enabled = false;
}
}