Question by
Fungeey · Nov 03, 2018 at 04:35 PM ·
c#procedural generation2d physics
Difference between the various "OverlapCollider" functions?
I'm building a procedurally generated "dungeon" and need to check if rooms are overlapping with pre-existing rooms. Because the rooms are placed on the fly, I was planning on using trial and error to place a random room, check if it's valid, and then try again. Are there better strategies to accomplish this?
Are there differences between Collider2D.OverlapCollider, Physics2D.OverlapCollider, and Rigidbody2D.OverlapCollider? I've also heard that they require a physics update before returning results? Are there performance differences?
Thanks in advance.
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