Hi! I am making a grapple gun in unity(not a very good one, im making one with a charactercontroller) and ive been trying to make it using raycasting. However, it doesnt seem to detect object. All objects have a collider and sometimes it works, but then it detects it above the gameObject. Also this is the first time i am using raycasting, so things might not be right.
Grapple gun code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GrappleGun : MonoBehaviour
{
public LayerMask grappleLayer;
public GameObject lastHit;
public Vector3 direction = -Vector3.up;
private float maxDistance = Mathf.Infinity;
private float lerpSpeed = 0f;
private bool grappled = false;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
var ray = new Ray(this.transform.position, this.transform.TransformDirection(Vector3.forward));
Debug.Log(this.transform.TransformDirection(Vector3.forward));
RaycastHit hit;
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, maxDistance, grappleLayer)){
lastHit = hit.transform.gameObject;
}
if (lastHit != null && !grappled && Input.GetMouseButtonDown(0)){
PlayerPrefs.SetInt("Grappling", 1);
transform.position = Vector3.Lerp(transform.position, lastHit.transform.position, lerpSpeed);
lerpSpeed += 0.5f * Time.deltaTime;
if (lerpSpeed > 1f){
grappled = true;
}
} else if (!Input.GetMouseButton(0)){
PlayerPrefs.SetInt("Grappling", 0);
lastHit = null;
}
}
}
Player controller:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public CharacterController controller;
public float speed = 12f;
public float gravity = -9.81f;
public float jumpHeight = 1.5f;
public Transform groundCheck;
public float groundDistance;
public LayerMask groundMask;
public float walkSpeed = 12f;
public float runSpeed = 20f;
public Transform spawnParkour;
public GameObject player;
Vector3 velocity;
bool isGrounded;
void Update()
{
if (PlayerPrefs.GetInt("Grappling", 0) != 1){
Move();
}
if (Input.GetKey(KeyCode.R)) {
transform.position = spawnParkour.position;
velocity = new Vector3(0f, 0f, 0f);
}
if (isGrounded && velocity.y < 0) {
velocity.y = -2f;
}
}
void Move()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if (Input.GetKey(KeyCode.LeftShift)) {
Debug.Log("sprint");
speed = runSpeed;
} else {
speed = walkSpeed;
}
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speed * Time.deltaTime);
if (Input.GetButton("Jump") && isGrounded) {
velocity.y = Mathf.Sqrt(jumpHeight * -2 * gravity);
}
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
}
}
Camera controller, in case you need it:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraController : MonoBehaviour
{
public float mouseSensitivity = 100f;
public Transform playerBody;
float xRotation = 0f;
// Start is called before the first frame update
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
}
}