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Question by Lunaria · Feb 09, 2014 at 12:44 AM · enemydetection

How to detect enemy in effective way?

Hello, developers.

Now, I have trouble with detecting enemy. Most of coders use Raycast when they need something to detect specific thing.

But raycasting is not quite good, I think.

For example,

 void ExampleCode()
 {
 ...
 
 
 RaycastHit hit;
 
 if(Physics.Raycast(player.position, player.forward, out hit, 15))
  if(hit.transform.tag == "Enemy")
   Debug.Log("It's Enemy!");
 
 ...
 }

alt text

In this case, it is perfect what I wanted.

But, what if in this case?

alt text

Then we should plus the code like player.back But what if enemy is coming from 7'o clock?

So, ultimately, I want to make player detect enemy in specific area like this.

alt text

Is it possible with Raycast? or other ways? Thanks for reading.

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Answer by Mike-Geig · Feb 09, 2014 at 12:46 AM

You will need to use

 Collider[] colliders = Physics.OverlapSphere(transform.position, radius);

Then just iterate through the colliders.

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Answer by getyour411 · Feb 09, 2014 at 12:46 AM

Two other options: use OverlapSphere and sort through returned colliders, or put a big sphere collider around the player (as trigger) and detect that way.

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avatar image Lunaria · Feb 09, 2014 at 04:45 AM 0
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I also thought about 2nd method, but if I use that, Player's hit range would be increasing so much. 1st method was the thing I never think. Thanks!

avatar image getyour411 · Feb 09, 2014 at 04:52 AM 0
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A big ol sphere collider as a trigger has nothing to do with "hit range" (you do with it whatever you want) and it's really essentially the same thing as OverlapSphere - but I'm glad you have a solution.

avatar image varunvp getyour411 · Jan 19, 2016 at 11:17 AM 0
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Will a trigger collider put strain on the Physics engine?

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