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Question by JanNatter · Aug 02, 2016 at 08:24 PM · c#2dcollisionbounds

2D PolygonCollider/Mesh intersection detection

Hello, I'm working on a project where the user is able to draw shapes or curves during the game is paused (Time.timescale=0). These curves a created via a mesh and after finishing one curve a PolygonCollider2D is added. The user is allowed to draw a unlimited number of shapes and each shape represents a GameObject on its own. The goal: The Script should detect shapes which are intersecting and if so, they should be connected together (present solution with FixedJoint2D).

         if (ObjectNumber == 0)
         {
             return;
         }
         else
         {
             var bound0 = trail.GetComponent<PolygonCollider2D>().bounds;
             for (int i = 0; i < ObjectNumber; i++)
             {
                 interObject = GameObject.Find("Trail" + i);
                 var bound1 = interObject.GetComponent<PolygonCollider2D>().bounds;
 
                 if (bound0.Intersects(bound1))
                 {
                     joint = trail.AddComponent<FixedJoint2D>();
                     joint.connectedBody = interObject.GetComponent<Rigidbody2D>();
                 }
 
             }

This is the current solution, but the bounds arent accurate enough and the scrip detects wrong intersections. Example: alt text The trails have been connected with the Joint, but they arent really intersecting. I tried to get the bounds of the Renderer/MeshRenderer but it doesn't worked either. Another approach was with Collider.IsTouching but this works physics based (doesn't work when paused). Any suggestions? Thank you!

problem.png (44.7 kB)
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