Ultimately emitting raycasts in all instructions and including a power in the wrong way of the closest hit labored fairly nicely
void Radar()
{
float vary = 2f;
float power = 15;
float increment = 10f;
Vector2 course = Vector2.up;
Vector2 closestPoint = Vector2.zero;
float minDistance = float.PositiveInfinity;
bool discovered = false;
for (int i = 0; i < 360/increment; i++)
{
RaycastHit2D hit = Physics2D.Raycast(remodel.place, course, vary);
if (hit.collider != null)
{
discovered = true;
float distance = Vector2.Distance(hit.level, remodel.place);
Debug.DrawLine(remodel.place, closestPoint);
if (distance < minDistance)
closestPoint = hit.level;
minDistance = Mathf.Min(distance, minDistance);
}
course = Hutl.rotatePointDegrees(course, increment);
}
if (discovered)
{
Debug.DrawLine(remodel.place, closestPoint);
Vector2 forceDirection = ((Vector2) remodel.place - closestPoint).normalized;
rb.AddForce(forceDirection * power);
}
```