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Question by Sylon87 · Oct 05, 2018 at 03:18 PM · c#collisionscripting beginnercollision detectionscriptingbasics

help to understand collision detection

hello! what i want do understand is how to detect collision without colliders.... what iàm doing now is this

     vector3 playerPos = new Vector3 (playerPosition);
     Vector3 planePos = new Vector3 (planePosition);
     
     float distance = Vector3.Distance(playerPos,planePos);
     
     if (distance <= 1)
     {
        // do something
     }


it's working for a simple things, like a not resized plane, a plane it's exactly what i'm using... as showing in the following image a want a way to understand when player is going off that a specific plane, like colliders, i'll regulate also the y position of the character by the plane position so you can understand that it should be more accurate as possible.

there is a way to create somithing like colliders?alt text

cattura.png (63.4 kB)
screen-2.png (68.5 kB)
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avatar image TreyH · Oct 05, 2018 at 06:56 PM 0
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Is there a reason you're avoiding the builtin collision system or is this just an educational interest?

avatar image Sylon87 TreyH · Oct 06, 2018 at 12:37 AM 0
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hello! yes, it's just to learn something new :)

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Answer by Vonni · Oct 05, 2018 at 03:44 PM

Is it a grid? If not, are the areas always rectangular/square? Are they always aligned?

You could make use of mesh.bounds, convert that to world space. Then test if your char.position is within that space.

If you went with colliders, it could be triggers for areas. Or normal colliders and detect what you are standing on.

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avatar image Sylon87 · Oct 06, 2018 at 12:37 AM 0
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is a racetrack builded as in the showing in this picture

with the method that i wrote in the top i'm able to detect the distance from the next plane by checking only the z axis, but it will change for some other plane as you can see from the picture, so i'm looking for something more powerfull.

alt text

screen4.png (111.6 kB)
avatar image Sylon87 · Oct 07, 2018 at 07:17 AM 0
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i'm trying to do what you told me, but i can't see the box around the object, i'm doing wrong something?

   meshfilterArray        = gameObject.GetComponentsInChildren<$$anonymous$$eshFilter>();
     meshArray            = new $$anonymous$$esh[meshfilterArray.Length];
     boundsArray            = new Bounds[meshfilterArray.Length];
     for (int i = 0; i < meshfilterArray.Length; i++)
     {
         meshArray[i]    = meshfilterArray[i].mesh;
         boundsArray[i]    = meshfilterArray[i].mesh.bounds;
     }
     rendererArray        = gameObject.GetComponentsInChildren<Renderer>();
      for (int i = 0; i < meshfilterArray.Length; i++)
      {
          boundsArray[i]    = rendererArray[i].bounds;
      }
      Bounds totalBound = new Bounds();
      for (int i = 0; i < boundsArray.Length; i++)
      {
          Bounds bound    = boundsArray[i];
          totalBound.Encapsulate(bound);
      }
avatar image Vonni Sylon87 · Oct 08, 2018 at 07:08 AM 0
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Racetrack, hmm. That's more fast pace than I imagined. $$anonymous$$aybe my suggestion is not the best here. It's hard to suggest when I don't know the whole story. Why not just raycast down from player/vehicle and see what plane you hit?

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