Hi, this is my code with the problem:
Physics.Raycast(transform.position, Quaternion.AngleAxis(5, transform.right) * transform.forward, out tmoHit, 15);
Debug.DrawLine(transform.position, tmoHit.point, Color.blue);
Physics.Raycast(transform.position, Quaternion.AngleAxis(10, transform.right) * transform.forward, out tmoHit, 15);
Debug.DrawLine(transform.position, tmoHit.point, Color.blue);
Physics.Raycast(transform.position, Quaternion.AngleAxis(-5, transform.right) * transform.forward, out tmoHit, 15);
Debug.DrawLine(transform.position, tmoHit.point, Color.blue);
Physics.Raycast(transform.position, Quaternion.AngleAxis(-10, transform.right) * transform.forward, out tmoHit, 15);
Debug.DrawLine(transform.position, tmoHit.point, Color.blue);
it suppose to cast rays with an offset of 5 degs.
it works perfect for some rays, but others only work when on certian angles! I though I understood what I did wrong last time, and now it seems right, it’s like I have a glitch in the brain ):
here is a video of the problem:
also, this worked for another axis, but I couldn’t get it to work for the axis I needed, so this works:
Physics.Raycast(transform.position, Quaternion.Euler(0, 0, 0) * transform.forward, out tmoHit, 15);
Physics.Raycast(transform.position, Quaternion.Euler(0, 10, 0) * transform.forward, out tmoHit, 15);
Physics.Raycast(transform.position, Quaternion.Euler(0, -10, 0) * transform.forward, out tmoHit, 15);
Physics.Raycast(transform.position, Quaternion.Euler(0, 25, 0) * transform.forward, out tmoHit, 15);
Physics.Raycast(transform.position, Quaternion.Euler(0, -25, 0) * transform.forward, out tmoHit, 15);