//you sould be able to get away with something like this: RaycastHit2D hit = Physics2D.CircleCastAll(currentSoldier.transform.position, currentSoldier.weapon.range, new Vector3(0, 0, 0), 0f); transform transform = hit.transform;
RaycastHit[] castArray = new RaycastHit[14]; RaycastHit[] f = Physics.RaycastAll (transform.position,transform.forward,50); for (int i = 0; i < f.Length; i++) { if (f[i].transform != transform && f[i].collider.tag != "Terrain") { castArray [0] = f[i]; fDetected = true; } }