IEnumerator Start()
{
//InvokeRepeating("CastRays", 0, updateRate);
personSight = GetComponent<PersonSight>();
collider = GetComponent<SphereCollider>();
yOffset = personSight.GetRayPos1();
// Collide with everything except layer 2
layerMask = 1 << 2;
// invert
layerMask = ~layerMask;
yield return StartCoroutine("WaitAndPrint");
}