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Question by wizbit · Jun 22, 2017 at 06:10 AM · movementcolliders

Best way to detect a valid move to an object.

Hey Peeps

i have a 3d view, with an character that skips a set distance (15) between tiles laid out in the scene which are (15x15). All works well.

to stop the character object being able to skip from a tile into the void beyond the setup, how best can i achieve this?

so far i have used the following to collect the colliders in the target movement location as i have set the tile prefab to include a "Box Collider"

 Collider[] colliders = Physics.OverlapSphere(facingVector, 5F);

Then, i basically run through a "Switch" scenario to check the "Tag" for all the colliders found in that 10F area. i have all the tile prefabs tagged as "Floor". If the tag is found i can move, otherwise i do not.

generally this works as intended but feels a little clunky.

What are my other options here?

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