Answer by alucardj
Check this link, scroll down to Casting Rays Selectively : [http://docs.unity3d.com/Documentation/Components/Layers.html][1] // JavaScript example. function Update () { // Bit shift the index of the...
View ArticleAnswer by Okido
To have your raycasts ignore all trigger colliders in 5.2 go to: Edit > Project Settings > Physics > Uncheck "Queries Hit Triggers" *(If you're using an older version of Unity, the check box...
View ArticleAnswer by ajdrew81
I recently had a similar problem. **Go to Edit -> Project Settings -> Physics2d and Uncheck the box that says "Raycasts Start In Colliders".** This will let you ignore the colliders on the...
View ArticleAnswer by SpaceManDan
Actually in version 5.2.0f3 it no longer says Raycasts... It now appears as: "Queries Hit Triggers" Uncheck if you want raycasts to pass through trigger colliders.
View ArticleAnswer by Okido
To have your raycasts ignore all trigger colliders in 5.2 go to: Edit > Project Settings > Physics > Uncheck "Queries Hit Triggers" *(If you're using an older version of Unity, the check box...
View ArticleAnswer by ajdrew81
I recently had a similar problem. **Go to Edit -> Project Settings -> Physics2d and Uncheck the box that says "Raycasts Start In Colliders".** This will let you ignore the colliders on the...
View ArticleAnswer by SpaceManDan
Actually in version 5.2.0f3 it no longer says Raycasts... It now appears as: "Queries Hit Triggers" Uncheck if you want raycasts to pass through trigger colliders.
View ArticleAnswer by AndersMalmgren
If you have alot of raycasting third party libraries it can be dangerous chaning the global setting like Okido suggest. Instead supply `QueryTriggerInteraction.Ignore` to the raycast method
View ArticleAnswer by hameed-ullah-jan
you can use the last parameter of the raycast function, put this "QueryTriggerInteraction.Ignore" as the last parameter in the raycast function.
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