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Question by TEEBQNE · Mar 30, 2018 at 01:16 AM · mouseclickraycasthit2doverlapspherespherecastinstantiating

Trying to see if there are any game object within a radius when mouse is clicked (2d)

Hi,

I am trying to retrieve an array of objects in a small area around where the mouse is clicked. This is what I have (not working):

void Update () {

     if (Input.GetButtonDown ("Fire1"))
         PlaceTurret (Input.mousePosition);
 }

 public void PlaceTurret(Vector2 mousePosition)
 {
     Collider2D[] hitColliders;
     RaycastHit hit = RayFromCamera(mousePosition, 1000.0f);
     Vector2 center = new Vector2(hit.point.x, hit.point.y);
     hitColliders = Physics2D.OverlapCircleAll(center, 1f, 1 << 9); 
     if (hitColliders.Length == 0) {
         Debug.Log ("CAN PLACE");
         //Instantiate (spawnable, position, transform.rotation);
     } else {
         Debug.Log(hitColliders[0].name);
         Debug.Log ("CANT PLACE");
     }
 }

 public RaycastHit RayFromCamera(Vector3 mousePosition, float rayLength)
 {
     RaycastHit hit;
     Ray ray = Camera.main.ScreenPointToRay(mousePosition);
     Physics.Raycast(ray, out hit, rayLength);
     return hit;
 }

I am doing this to see if a gameobject can be placed at the location clicked. The issue is that it always returns that it can be clicked or, if I expand the collider radius past a certain point, it will always return the same object being in range of the click. Is my ray cast not correct? . The object I am trying to find if it is touching is on layer 9.

Edit: So I just realized the raycasting I was doing is using the 3D variants of them while I am in 2D. I tried to change these over but screenpointtoray is only in 3D. Is there a substitution or better approach for this?

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Answer by TEEBQNE · Mar 30, 2018 at 02:18 AM

I figured out a different way to do it. I first converted the coordinates using ScreenToWorldPoint, then took Physics2D.OverlapPointAll then if the length was greater than 0, it hit something, else it didn't.

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