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Question by ExtremePowers · Dec 24, 2014 at 03:06 PM · colliderdetectionclosestsame

Overlap Sphere detecting itself

I have a problem, where my Physics.OverlapSphere is detecting itself, this is a problem, when trying to detect the nearest object, because that will always be itself.

     var Closest : Transform;
     var hitColliders = Physics.OverlapSphere(transform.position, ViewDistance);
     var i = 0;
     while (i < hitColliders.Length) {
         if (hitColliders[i].gameObject != this.gameObject) { //Why isn't this line preventing it?
                 Closest = hitColliders[i].transform;
             }
     }

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avatar image taxvi · Dec 24, 2014 at 03:12 PM 0
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because probably the script is attached to a child or parent of the object with the collider

avatar image taxvi · Dec 24, 2014 at 03:12 PM 0
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or object with rigid body

avatar image ExtremePowers · Dec 24, 2014 at 03:15 PM 0
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The script is attached to the main gameobject

avatar image taxvi · Dec 24, 2014 at 03:27 PM 0
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well this is weird, try displaying the names of the objects:

 Debug.Log("this object: " + this.gameObject.name);
 while (i < hitColliders.Length) {
 
 Debug.Log("collider #" + i + ": " + hitColliders.gameObject.name);
 
          if (hitColliders[i].gameObject != this.gameObject) { //Why isn't this line preventing it?
                  Closest = hitColliders[i].transform;
              }
      }
 
 Debug.Log("closest: " + Closest.gameObject.name);

i did not use editor so sorry if I have mistakes

avatar image taxvi · Dec 24, 2014 at 03:53 PM 0
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didn't this give you anything? :/

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Answer by tanoshimi · Dec 24, 2014 at 03:27 PM

OverlapSphere has an optional third parameter that allows you to specify a layer mask. Use it to exclude the layer on which your Player is placed.

http://docs.unity3d.com/Manual/Layers.html

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avatar image ExtremePowers · Dec 24, 2014 at 03:29 PM 0
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The problem is that It has to be able to find others of the same layer/tag.

avatar image tanoshimi · Dec 24, 2014 at 03:34 PM 0
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Why? In that case you'll have to simply loop through all colliders and store value of "closest collider that is not me"

avatar image ExtremePowers · Dec 24, 2014 at 03:40 PM 0
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Because it is for an animal AI system, where the animals can be cannibals

avatar image ExtremePowers · Dec 24, 2014 at 04:05 PM 0
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I found a solution, to check if the position was the same as the object:

 if (hitColliders[i].transform.position != transform.position) {
avatar image Owen-Reynolds · Dec 24, 2014 at 04:27 PM 1
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EP: shorter to just check whether it's you: if(hitColl[i].transform==transform)

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