Raycast layer mask problem

Hi all, I am somewhat new to unity but think I have a good understanding of how things work.

My basic problem is that I want to use a layer mask with


I am using a Physics.RayCast from my camera to my player to detect if anything is in the way, if it is then I am hiding it so we can see the player through it using:

camHit.transform.renderer.enabled = false;

This works fine, but once it’s hidden I want to use a layermask so my click to move function works properly (this is what uses the Camera.main.ScreenPointRoRay), otherwise my ray hits the object in the ways collider.

If I disable the object I hit collider my Physics.Raycast hits the player and so hides the object again, then unhides, and loops forever.

I may have gone about doing this in the completely wrong manner, hopefully someone can assist.

Here is my function for detecting if objects are in the way.

function hideObjects()
var camHit : RaycastHit;
var fwd = Camera.main.transform.TransformDirection(Vector3.forward);
if(Physics.Raycast(Camera.main.transform.position, fwd, camHit, 50))
if(camHit.transform.tag == "roof")
	theRoof = camHit.transform;
	camHit.transform.renderer.enabled = false;
	camHit.transform.collider.enabled = false;
else if (camHit.transform.tag == "player")
	theRoof.renderer.enabled = true;
	theRoof.transform.collider.enabled = true;
Debug.DrawLine (Camera.main.transform.position, camHit.point, Color.yellow, 0.25);


and here is a snippet of my click to move function. This is the Ray that will hit the building collider, this is the function I want to put a layer mask on but I don’t know how judging by the options on this page:

                var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                //MOVEMENT CODE HERE

Thanks in advance :slight_smile:


Check my answers here :