Code:
void IdleState ()
{
RaycastHit hit;
for (float i = -ViewWidth; i < ViewWidth; i++)
{
float Iterater = i/20;
if (Physics.Raycast(transform.position, transform.forward + new Vector3(Iterater,0,0), out hit, ViewRange))
{
Debug.DrawRay(transform.position,(transform.forward + new Vector3(Iterater,0,0)).normalized * ViewRange, Color.red);
if (hit.transform.gameObject.layer == LayerMask.NameToLayer("Player"))
{
FoundPlayer(hit.transform);
}
}
}
}
Problem: In Unity I am trying to create a Field of view for an enemy AI by drawing multiple raycasts with for loops. For some reason the raycasts do this: GIF
I've been trying to fix this for days Please help!
Also the FoundPlayer() function in case you need it:
void FoundPlayer (Transform DetectedObject)
{
float step = TurnSpeed * Time.deltaTime;
Vector3 Direc = DetectedObject.position - transform.position;
Vector3 RotMath = Vector3.RotateTowards(transform.forward, Direc,step,0.0f);
transform.rotation = Quaternion.LookRotation(RotMath);
Vector3 CurrentRot = transform.eulerAngles;
transform.rotation = Quaternion.Euler(0,CurrentRot.y,0);
}
The FoundPlayer() function just rotates the enemy towards the player when one of the raycasts hit it.
Regarding Raycast:
transform.Forward
is in world-space coordinates, to which you add some fraction of world-space X-axis offset. What you wanted is to add some fraction of 'local-space' X-axis. transform.Right
is the world-space conversion of local-space X-axis. Try:
var rayDirection = (transform.Forward + (Vector3.Scale(transform.Right, new Vector3(Iterater, 0, 0))).normalized;
Regarding Fields of View:
If all you want to do is check what objects are within a FOV, start finding everything within a sphere, then filter those objects to what's within appropriate angles from transform.forward
:
float ViewRange = 10;
float hHalfFov = 45; // Horizontal Half-Field of View (Degrees)
float vHalfFov = 45; // Vertical Half-Field of View (Degrees)
void IdleState() {
// Find all colliders within ViewRange
var hits = Physics.OverlapSphere(transform.position, ViewRange);
foreach (var hit in hits) {
if ( hit.gameObject == this.gameObject ) continue; // don't hit self
// Check FOV
var direction = (transform.position - hit.transform.position);
var hDirn = Vector3.ProjectOnPlane(direction, transform.up).normalized; // Project onto transform-relative XY plane to check hFov
var vDirn = Vector3.ProjectOnPlane(direction, transform.right).normalized; // Project onto transform-relative YZ plane to check vFov
var hOffset = Vector3.Dot(hDirn, transform.forward) * Mathf.Rad2Deg; // Calculate horizontal angular offset in Degrees
var vOffset = Vector3.Dot(vDirn, transform.forward) * Mathf.Rad2Deg; // Calculate vertical angular offset in Degrees
if (hOffset > hHalfFov || vOffset > vHalfFov) continue; // Outside of FOV
Debug.DrawLine(transform.position, hit.transform.position, Color.red);
if (hit.transform.gameObject.layer == LayerMask.NameToLayer("Player")) {
FoundPlayer(hit.transform);
}
}
}
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