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Question by Guylian_Dev · Jan 02, 2018 at 10:20 AM · collisioncharactercontroller

How do i check for a character controller to overlap a gameobject on a specific layer

I'm new to unity and i want to know how i can check if a character controller is touching a object on a specific layer.

Here is my code:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Player : MonoBehaviour {

 public CharacterController playerController = new CharacterController();
 public Vector2 playerVector = new Vector2(0, 0);
 //public Transform groundCheck;
 //public Collision2D coll;
 bool Grounded;

 float posX = 0;
 float posY = 0;
 bool canJump = false;
 bool inAir = true;

 // Use this for initialization
 void Start()
 {
     Debug.Log("test");
 }

 // Update is called once per frame
 void Update () {
     inAir = true;

     #region Directional Movement
     /*Getting user input*/
     if (Input.GetKey("right"))
     {
         if(posX < 16)
         {
             posX = posX + 8;
             playerVector.x = posX;
         }
     }
     else if (Input.GetKey("left"))
     {
         if (posX > -16)
         {
             posX = posX - 8;
             playerVector.x = posX;
         }
     }

     /*Add a slowdown effect to the movement*/
     if (!Input.GetKey("right"))
     {
         if (posX > 0)
         {
             posX = posX - 1;
             playerVector.x = posX;
         }
     }
     if (!Input.GetKey("left"))
     {
         if (posX < 0)
         {
             posX = posX + 1;
             playerVector.x = posX;
         }
     }
     #endregion

     #region Gravity

     /*Cast the line to see if we are on the ground*/
     //Grounded = playerController.isGrounded; Physics2D.Linecast(transform.position, groundCheck.position, 1<<LayerMask.NameToLayer("LevelGround"));

     /*if (coll.otherCollider.IsTouchingLayers(8))
     {
         Debug.Log("Hit");
     }

     if (Grounded == false)
     {
         inAir = true;
         Debug.Log("Air = true");
     }
     else
     {
         inAir = false;
         Debug.Log("Air = false");
     }*/

     /*Gravity Script*/
     if(inAir == true)
     {
         posY = posY - 1;
         playerVector.y = posY;
     }
     else
     {
         posY = posY + 1;
         playerVector.y = posY;
     }
     #endregion

     /*Moving the player*/
     playerController.Move((playerVector * 2) * Time.deltaTime);
 }

}

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