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Question by sebastialonso · Dec 13, 2019 at 09:23 PM · 2d2d-physicscollision2d

Rough time trying to detect collisions

I'm working on basic procedural-made maps. For this I have a single "room" prefab in a starting position and then, using the Random Walk algorithm, other rooms are instantiated.

My problem comes when I'm trying to avoid that a room gets created on top of another one.

My idea is the following: I calculate the position in which the would-be room will be created and before creating it, I launch a OverlappingCircle in that position.

  • If I get at least one collision, then there's already a room there. I choose another direction and continue.

  • If no collisions, then I create the room

The problem is that this line, is always giving me Null:

 Collider2D roomDetection = Physics2D.OverlapCircle(newPosition, bigBigRadius, roomMask);

My prefab is a square, 10 units squared, with inner prefabs only on the edges, nothing is on the inside. Each one of this inner prefabs has a BoxCollider2D. I even added BoxCollider2D to the room prefab thinking it was somehing related, but I can't get the collision.

Thank you for any insight.

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Answer by Larry-Dietz · Dec 13, 2019 at 10:13 PM

First thing I would try, is eliminate the mask, and see if you see the colliders then. If so, double check your layers and layer mask.

-Larry

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avatar image sebastialonso · Dec 14, 2019 at 03:52 PM 0
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Thanks Larry. Will report back.

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