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How to find the direction and distance to move an object so its no longer jammed into another?
So I'm making a game where you can place objects like this cube, on other object, even slopes. So I shoot a ray at the mouse position and whatever it hits, I place the cube there and rotate it based on my raycasthit normal value. But it's kind of jammed into what its on. I don't want that. So I want to know how I can figure out the direction from the raycasthitpoint which will take the least distance to move the cube(and other shapes I might want to place) so that it no longer jammed into what I'm placing it on. And I define "jammed in" by there's an area where both colliders intersect. And btw everything is using mesh colliders(But I wouldn't mind if you told me how to figure this out if one or both of them used box or sphere or anything other than mesh colliders). And also I need a method that will work no matter the rotation of anything.
So I have a gameObject jammed into another object. They both have colliders of any type. No matter the rotation of either of them and based on information about the colliders, how do I find the direction and distance to move the gameObject so that it(it's collider) is no longer intersecting with the collider of the gameObject I'm placing it on?
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