# Making My Raycast Face The Right Direction

I am currently attempting to create a sentry-type enemy for my (top-down) game. What I want it to do is have four raycasts - one on its left side, right side, forward side, and back side from a top-down view. If these raycasts are triggered, it is to fire a bullet.

I have all of this under control, save one thing: How am I supposed to make the raycast face the desired direction?

Here’s my code:

``````    var hit : RaycastHit;
public var rightBullet = gameObject;

function Update () {
if(Physics.Raycast(transform.position,transform.rotation.y,hit)){
Instantiate(rightBullet,transform.position,transform.rotation, 7);
}
}
``````

What I can’t seem to figure out is how to get the transform.rotation.y to be 90, -90, 180, and 0. To clarify a possibly murky misinterpret point, I plan on writing four scripte - one for each raycast.

I have never done anything with raycasts before (Heck, this is day four of my first game), so any help would be appreciated. Thanks!

You don’t have to rotate the object to shoot a ray in a specified direction.

``````(-)transform.right
(-)transform.forward
``````

The second parameter in Physics.Raycast is wrong - it should be a vector pointing the raycast direction. You could do the following:

```var rightBullet: GameObject; // drag the bullet prefab here
var bulletSpeed: float = 20;
private var hit : RaycastHit;

// this function does the raycast and shoots if something is there

function RaycastAndShoot(dir: Vector3){
// if raycast in the specified dir hits something...
if (Physics.Raycast(transform.position, dir, hit)){
// create the bullet rotated to the specified direction
Instantiate(rightBullet, transform.position, Quaternion.LookRotation(dir));
// accelerate the bullet in the specified direction
rightBullet.velocity = dir * bulletSpeed;
}
}

function Update () {
RaycastAndShoot(transform.forward);
RaycastAndShoot(transform.right);
RaycastAndShoot(-transform.forward); // equivalent to "transform.backward" (doesn't exist)
RaycastAndShoot(-transform.right); // equivalent to "transform.left" (doesn't exist)
}
```

Don’t use individual components of transform.rotation, they have nothing to do with axes, they are part of an internal Quaterion representation. Read the docs.

Furthermore, transform.rotation.y would have been a float, while a direction must be a Vector3. I stronly recommend to add “#pragma strict” as the first line to every .js script you work with. This will produce compiler errors which will tell you that something is wrong.

To actually fix your problem, use transform.right and transform.forward, wich will be the Vector3 directions of your object’s local X and Z axis. For example, -transform.up will be -Y.