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Question by BlastBlockZoimon · Jul 28, 2018 at 06:53 PM · physics2dcollider2d

OverlapCircle not working correctly

    
//Spawn children
    for (int i = 0; i < maxChildren; i++) {
         while (touchingOther && tries < 100) {
              tries++;
              childSpawnPosTester.x = Random.Range (minX, maxX);
              childSpawnPosTester.y = Random.Range (minY, maxY);
              mutated = randomBool ();
              if (!mutated) {
                   childSpawnRadTester = Random.Range (minChildStats ["radius"], maxChildStats ["radius"]);
              } else {
                  childSpawnRadTester = Random.Range (minChildStats ["radius"] - (minChildStats ["radius"] / (Random.value * mutationMultiplier)), maxChildStats ["radius"] + (minChildStats ["radius"] / (Random.value * mutationMultiplier)));
              }
              if (Physics2D.OverlapCircle (new Vector2 (childSpawnPosTester.x, childSpawnPosTester.y), childSpawnRadTester) != null) {
                   touchingOther = true;
              } else {
                   GameObject newChild = Instantiate (child, new Vector3 (childSpawnPosTester.x, childSpawnPosTester.y, 0), transform.rotation);
                   newChild.transform.localScale = new Vector3 (childSpawnRadTester * 2, childSpawnRadTester * 2, childSpawnRadTester * 2);
                   children.Add (newChild);
                   touchingOther = false;
              }
         }
         touchingOther = true;
    }

Sometimes Physics2D.OverlapCircle works and detects a collider but most of the time it doesn't. Is the radius of the circle wrong or is it something else? Btw, when I use rad in a variable name I mean radius, not radian.

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