I'm trying to use Physics2D.Raycast
in order to check if the player is on the ground (I know that there are other approaches to check if the player is on the ground but I think that the raycast is the most reliable).
The problem is that in my scenario it returns the player itself as hit and I really don't understand why and what should I do.
My code (in PlayerController
) is the following:
public bool IsGrounded () {
Bounds bounds = this.playerCollider.bounds;
Vector3 rayOrigin = bounds.center;
rayOrigin.y -= bounds.extents.y;
RaycastHit2D hit = Physics2D.Raycast (rayOrigin, Vector2.down, 0.1f);
if (hit.collider != null) {
Debug.Log ("Collider is: " + hit.collider.name);
}
return hit.collider != null;
}
And I can debug the casted ray using:
Debug.DrawLine (rayOrigin, new Vector3 (rayOrigin.x, rayOrigin.y - 0.1f, rayOrigin.z), Color.magenta);
...and it gets casted as expected, while the Debug.Log
always reports "Player" which is itself and I don't know how it's possible. So what's wrong?
ps. I'm using Unity 5.3
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