# content
Me, being clever: so I don't want this RayCast node firing every physics tick, so I'll disable it and only enable it when I force it to update.

adds all the code to enable and disable the ray casting

Me, actually reading the doc comment for the force raycast update function: "Note: enabled does not need to be set to true for this to work." sigh

It's almost like the devs considered this use case! #godot #gamedev

# source.content
Me, being clever: so I don't want this RayCast node firing every physics tick, so I'll disable it and only enable it when I force it to update.

_adds all the code to enable and disable the ray casting_

Me, actually reading the doc comment for the force raycast update function: "**Note**: `enabled` does not need to be set to `true` for this to work." _sigh_

It's almost like the devs considered this use case!<span class="invisible"> [#godot](https://bonfire.mavnn.eu/hashtag/godot) [#gamedev](https://bonfire.mavnn.eu/hashtag/gamedev)
</span>