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Question by Minionsman · Apr 07, 2017 at 10:44 AM · gamecollision2dcollisiondetectionchess

I need help with collision detection in my 2D chess project

Hi all,

I'm in the middle of working on my 2D, top down chess game and I need a new way of figuring out which moves a piece can make.

This is my new system: I have an empty game object with a collider2D and rigidbody. Each tile on my chessboard has its own collider2d. Basically, I want to be able to move this gameobject (named TileDetector) a certain amount of times, and whenever it hits a tile, I want to be able to detect that. For example, say there is a black pawn at its starting position. That means it can move down up to two tiles. I make the tile detector move down a tile at a time, and each time it moves, I loop through every single tile in the board and detect if it is touching this object. If it is, I add the tile to a list and then somewhere else in the program I light up all the tiles in the list.

It isn't working. How do I get an empty game object (TileDetector) to detect collisions with other gameobjects that only have colliders on them? I tried putting a rigidbody along with the collider on the TileDetector but when I do that, it gets pushed around by the physics system because it teleports inside of colliders.

Is there a better way to do this? How can I get my tiledetector object to correctly detect collisions, without being pushed around by the physics system?

Thank you so much.

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