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Question by fluxhackspro · Apr 15, 2018 at 10:30 AM · buildtrigger

Building structures inside of eachother. What do i use to stop this?

I have a really simple problem, when im building houses they can be built inside of eachother. I've done it before and i fixed it in like 5 minutes. But the way i did it back then doesnt work now. I Used OnTriggerEnter, but somehow the script doesnt detect the other structures. And yes IsTrigger is ticked and the houses have colliders. It's super weird. So i tried to just check the distance, but it only checks the last placed house distance. What can i do instead of all this? And why is it not detecting the trigger?

Here is what im using now if u need it:

         allStructures = GameObject.FindGameObjectsWithTag ("Structure");
 
         for (int i = 0; i < allStructures.Length; i++) {
             float dist = Vector3.Distance (transform.position, allStructures [i].transform.position);
 
             if (dist < buildDist) {
                 canBuild = false;
             } else if (allStructures == null) {
                 canBuild = true;
             }
             else if(dist > buildDist) {
                 canBuild = true;
             }
         }
 
         if (canBuild) {
             GetComponent<MeshRenderer> ().material.color = blue;
         } else {
             GetComponent<MeshRenderer> ().material.color = red;
         }
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avatar image Cherno · Apr 15, 2018 at 12:19 PM 1
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A gameObject needs to have both a collider and a non-kinematic RigidBody (or CharacterController) in order to register collisions with other colliders.

avatar image fluxhackspro Cherno · Apr 15, 2018 at 12:51 PM 0
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Really? currently its a gameobject with colliders following the mouse on the ground.

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