RaycastHit hit;
// Does the ray intersect any objects excluding the player layer
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, Mathf.Infinity, layerMask))
{
Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * hit.distance, Color.yellow);
Debug.Log("Hit");
}
else
{
Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * 1000, Color.white);
Debug.Log("No Hit");
}
Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, Mathf.Infinity, layerMask)