'RaycastHit returns no hit when objects swap positions
I am moving a row of boxes and want to create an infinite effect. Every last box will swap its position with the cloned block in the beginning (see image).
For Debug purposes I am using a boxcast as raycast for each box. It does not move like the boxes but stays like the first row (1.) in the picture.
The boxcast works fine until I change the 5th box position with the clone box and deactivate the clone box. My first boxcast hits no collider for 6-10 frames after positions have been swapped even though box 5 transform.position is exactly on the boxcast position.
I have tried updating Physics Transform before Boxcasting. Tried different Raycasts(Overlapbox, Ray,...).
private void MoveRowOfBlocks(float m)
{
//debug variable set true when setting box position to clone position
bool exceed = false;
for (int i = 0; i < movingBlockRow.Length; i++)
{
GameBlock go = movingBlockRow[i].GetComponent<GameBlock>();
// Block exceeds valid area -> Swap with clone block
while (movingDir == Vector2.right && go.transformPositionCache.x + m > GameField.xFieldExtent_M - GameField.blockWidth / 2
|| movingDir == Vector2.left && go.transformPositionCache.x + m < -GameField.xFieldExtent_M + GameField.blockWidth / 2
|| movingDir == Vector2.up && go.transformPositionCache.y + m > GameField.yFieldExtent_M - GameField.blockWidth / 2
|| movingDir == Vector2.down && go.transformPositionCache.y + m < -GameField.yFieldExtent_M + GameField.blockWidth / 2)
{
exceed = true;
go.transformPositionCache -= GameField.totalWidth * movingDir;
//go.transform.position = go.transformPositionCache + (m * new Vector2(Mathf.Abs(movingDir.x), Mathf.Abs(movingDir.y)));
blockExceedCount += movingSign;
Debug.Log(go.name + " Exceeds field. Position from beginning. " + "New Position: " + go.transformPositionCache
+ " movingDir: " + movingDir + " Frame: " + debugFrameCount);
if (blockClone != null || clonedBlock != null)
{
blockClone.SetActive(false);
blockClone = null;
clonedBlock = null;
}
cachedExceededBlock = go;
debugCount++;
}
debugCount = 0;
go.transform.position = go.transformPositionCache + (m * new Vector2(Mathf.Abs(movingDir.x),Mathf.Abs(movingDir.y)));
if (exceed) Debug.LogError(go.transform.position);
}
// Move Cloned Object
if (blockClone != null)
{
Vector2 dest = (Vector2)clonedBlock.transform.position + (GameField.totalWidth * cloneMovingDir) * -1;
blockClone.transform.position = dest;
}
if (exceed)
{
Physics.SyncTransforms();
Debug.LogError(movingBlockRow[4].transform.position);
}
// Using Boxcasts foreach init box position for debugging
foreach (Vector3 v in gameField.gridPointsWorldPosition) // gridpointsworldposition is initial box position (1.)
{
RaycastHit2D rayHit = Physics2D.BoxCast(v, new Vector2(GameField.blockWidth/2, GameField.blockWidth/2), 0, Vector2.zero);
if (rayHit.collider == null)
{
Debug.LogError("NO BOX FOUND IN CELL " + v + " Box position: " + movingBlockRow[4].GetComponent<BoxCollider2D>().transform.position
+ " Frame: " + debugFrameCount); // Rayhit.collider is null even though box position = v
}
}
debugFrameCount++;
}
Solution 1:[1]
If you want the object to act as if it doesnt have a Rigidbody, set the Rigidbody to static.
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
| Solution | Source |
|---|---|
| Solution 1 | Nimantha |

