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lidarfinal.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class lidarfinal : MonoBehaviour
{
public int numberOfIncrements = 360;
public float maxRange = 100f;
[HideInInspector]
public static float[] distances;
// Use this for initialization
void Start () {
distances = new float[numberOfIncrements];
}
// Update is called once per frame
void FixedUpdate () {
Vector3 fwd = new Vector3(0, 0, 1);
Vector3 dir;
RaycastHit hit;
int indx = 0;
for (int incr = 0; incr < numberOfIncrements; incr++)
{
indx = incr;
dir = transform.rotation * Quaternion.Euler(0, incr, 0)*fwd;
if (Physics.Raycast(transform.position, dir, out hit, maxRange))
{
distances[indx] = (float)hit.distance;
}
else
{
distances[indx] = maxRange;
}
Debug.DrawRay(transform.position, dir * distances[indx], Color.red);
}
}
}