RayCast Destination doesn't goes to where is expected to go

Hi guys! I hope you doing very very well! So basically, I am making a raycast system, but my ray seems to work randomly, and I don’t really know why it doesn’t goes to where I want it to go (the mouse). It may be because I’m not positioning correctly the Beam?

Here’s what happens :

image

What you need to know to understand the script is the following things:

  • RemoteEvent (FireServer)

  • My goal is to make the ray go to where my mouse is positioned

  • The ray starts from the right hand of the character

I really appreciate it if you can give me a hand with this, even if it’s a little one, I’ll really really be grateful, even if it’s the dumbest thing, just don’t mind it and write it down because it can help me.

Thank you for everything and here’s the script (ServerScript):

game.ReplicatedStorage:WaitForChild('VoteForSomeoneWithHands').OnServerEvent:Connect(function(player, mouse, mousePos, rayDirection)
	local char = player.Character
	local rayOrigin = char.RightHand.Position
	local RayOriginHand = char:FindFirstChild('RightHand')
	
	local RayCastParameters = RaycastParams.new()
	
	RayCastParameters.FilterDescendantsInstances = player.Character:GetChildren()
	RayCastParameters.FilterType = Enum.RaycastFilterType.Blacklist
	
	-- Cast the ray
	
	local raycastResult = workspace:Raycast(rayOrigin, rayDirection, RayCastParameters)
	
	local distance = rayDirection - rayOrigin
	
	char.BeamPartGuide.Size = Vector3.new(0.1, 0.1, distance)
	char.BeamPartGuide.CFrame = CFrame.new(rayOrigin, Vector3.new(raycastResult)) * CFrame.new(0,0, -distance / 2)
	
	RayOriginHand.Beam.Enabled = true
	RayOriginHand.BeamEndAttachment.Position = char.BeamPartGuide.Position

		
    if not raycastResult then
		
		raycastResult = {Position = rayDirection}
		
	end
	
end)


Here’s the LocalScript where you call the RemoteEvent:

local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local mousePos 
local RayDirection 

mouse.Move:Connect(function()
	
	RayDirection = mouse.Hit.Position
	mousePos = mouse.Hit
	
end)

player.CharacterAdded:Connect(function()
	
	--Give the Beam effects to the player 
	
	game.ReplicatedStorage:WaitForChild('RemoteEvents').GiveBeamToCharacter:FireServer(player)
	
	
end)



while wait(1) do
	
	game.ReplicatedStorage:WaitForChild('VoteForSomeoneWithHands'):FireServer(mouse, mousePos, RayDirection)
	
end

Thank you for all of your help and have a nice day! :grinning_face_with_smiling_eyes: :wave: :grin:

From what I was able to gather just glancing at your code, the RayDirection you are using for your raycast is simply this, correct?

and its exactly the same value you use here right?

if this is the case, then I think i know what you’re doing wrong. You are using the mouse’s position vector as if it was a directional vector, and thats not what you need to use in the workspace:Raycast() function.
To get the direction between two points you substract the Origin position from the final position. Which is a bit ironic cause you did do that, but you named it ‘distance’

i think if you were to use this ‘distance’ value in the raycast it would probably work, but i havent tested it. So like this.

	local distance = rayDirection - rayOrigin
	local raycastResult = workspace:Raycast(rayOrigin, distance, RayCastParameters)
--switched around

I think most of the confusion is that the definitions seem wrong

1 Like

The beam goes upward now :thinking: but why?

You aren’t calculating the direction properly, direction = goal - origin

So in your case, assuming you’re trying to cast a ray from the camera to the mouse’s hit,

rayDirection = mouse.Hit - workspace.CurrentCamera.CFrame.Position

Or alternatively, the mouse object has a mouse.UnitRay property, which you could also use:

rayDirection = mouse.UnitRay * 1000
1 Like

You’re doing quite a few things wrong here and I’m pretty sure all of them are playing into your beam not going where it should.


game.ReplicatedStorage:WaitForChild('VoteForSomeoneWithHands').OnServerEvent:Connect(function(player, mousePos)
    --// mouse was removed bc it wasn't used and passing it to the server doesn't actually give you the mouse.
    --// rayDirection was removed bc you don't need it anymore
	local char = player.Character
	--local rayOrigin = char.RightHand.Position
	--local RayOriginHand = char:FindFirstChild('RightHand')
    local playerHand = char:WaitForChild('RightHand') --// using FindFirstChild without checking if it exists is useless.
    --// also you should wait for the RightHand before getting the origin but we don't need the origin rn
	
	--local RayCastParameters = RaycastParams.new()
	
	--RayCastParameters.FilterDescendantsInstances = player.Character:GetChildren()
	--RayCastParameters.FilterType = Enum.RaycastFilterType.Blacklist
	
	-- Cast the ray
	
	--local raycastResult = workspace:Raycast(rayOrigin, rayDirection, RayCastParameters)
	
	--local distance = rayDirection - rayOrigin

    --// you don't need to raycast since you're using a beam which will automatically connect the 2 parts together
	
	char.BeamPartGuide.Size = Vector3.new(0.1, 0.1, (playerHand.Position - mousePos).Magnitude) --// to get the distance between 2 vectors you subtract the Start from the End and get the length of it(.Magnitude)
	--char.BeamPartGuide.CFrame = CFrame.new(rayOrigin, Vector3.new(raycastResult)) * CFrame.new(0,0, -distance / 2)
    char.BeamPartGuide.CFrame = CFrame.new(mousePos) --// since beams will automatically draw a line between 2 parts we just need the beam guide to be at the end
	
	playerHand.Beam.Enabled = true
	--RayOriginHand.BeamEndAttachment.Position = char.BeamPartGuide.Position --// the position of a attachment is actually the offset from its parent part
    --// since its a offset and not its actual position having it just be 0,0,0 puts it at the parts position.

		
    --if not raycastResult then
		
	--	raycastResult = {Position = rayDirection} --// what even is this? if raycastResult didn't exist then your code would've errored a few lines ago
        --// yea just remove this it does nothing
		
	--end
	
end)

Local Script:

local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local mousePos 
--local RayDirection --// not needed

mouse.Move:Connect(function()
	
	--RayDirection = mouse.Hit.Position --// this isn't needed
	mousePos = mouse.Hit
	
end)

player.CharacterAdded:Connect(function()
	
	--Give the Beam effects to the player 
	
	game.ReplicatedStorage:WaitForChild('RemoteEvents').GiveBeamToCharacter:FireServer(player) --// you should be listening to .CharacterAdded on the server but I'll leave it
	
	
end)



while task.wait(1) do --// this doesn't relate to your problem but use task.wait() its much better than wait()
	
	game.ReplicatedStorage:WaitForChild('VoteForSomeoneWithHands'):FireServer(mousePos) --// instead of sending over the mouse and the incorrect rayDirection we just send the mouses location and let the server handle it
	
end

Also
@7z99 mouse.UnitRay gets the direction from the camera to the mouse so using it here won’t work

1 Like