Modifying the HeadLook Controller in C#

Hey guys.

I’ve modified the headlook controller itself in C#. Every single code that’s being used in my project is written with JS, except for the HeadLook Controller. I can’t do the simplest thing; avoiding the Player tag.

using UnityEngine;
using System.Collections;

public class CursorHit : MonoBehaviour {
	
	public HeadLookController headLook;
//	public Transform Player;
	private float offset = 3.5f;
	//public LayerMask mask = 9;//1 << 8;

	public LayerMask mask = 6;
	// Update is called once per frame
	void LateUpdate () {
//

	//		int AimRaycast = 8; 
//int AimRaycastMask = 1 << AimRaycast; 
		

		
		
	if (Time.timeScale == 1.0) {	
		if (Input.GetKey(KeyCode.UpArrow))
			offset += Time.deltaTime;
		if (Input.GetKey(KeyCode.DownArrow))
			offset -= Time.deltaTime;
			offset = Input.GetAxis("Mouse Y");


		
		Ray cursorRay = Camera.main.ScreenPointToRay(Input.mousePosition);
		RaycastHit hit;
		if (Physics.Raycast(cursorRay, out hit)) {
		
			transform.position = hit.point + offset * Vector3.up;
					Screen.lockCursor = true;
			//	 Physics.IgnoreCollision(Player.collider, collider);
			
		//	print(LayerMask.LayerToName(8));
			
			
		}
		
	
		headLook.target = transform.position;
	}
}
}

I can do this just fine in JS, but everything is done a little differently in C#.
I want the raycast done here to avoid/ignore any object with the “Player” tag.
Can anyone help me?
Thanks in advance.

I don’t have a ton of experience with colliders, so there may be a better/more efficient way to do this. But this should work:

					if (hit.collider.gameObject.tag != "Player")
					{
						// Good to go!
					}

Solved it. Using bits and pieces from here;

The tag option did work, if the gameObject’s tag never came up as Player. I’m sure it’ll be useful in the future as well. Thanks for your time.