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Question by Chrisg · Jun 17, 2011 at 02:45 PM · triggerlayerignoresame

ignore select collider

I have a tower object with two colliders - a box to represent its actual physics, and a sphere to represent it's range. I want to test for the box, not the sphere, however both exist on the same layer(as they're part of the same object). Is this possible at all?

Tower Box: Not trigger. Rigidbody: Kinematic Sphere: Is Trigger

Other object: Box collider: Not trigger Rigidbody: not kinematic

Relevant Code:

 var moveVect : Vector3 = Vector3(1, 0, 0);
 var moveSpeed = 32.0;
 
 function Update () 
 {
     var hit : RaycastHit;
     
     
     if(Physics.Raycast(transform.position, moveVect, hit, 1))
     {
         if(hit.collider.GetType().ToString != "SphereCollider")
         {
             print(hit.transform.name + " @ " + hit.transform.position.ToString());
             transform.Rotate(Vector3.forward, 90); 
             Debug.DrawLine(transform.position, hit.transform.position, Color.white);
         }
     }
     transform.Translate(moveVect * moveSpeed * Time.deltaTime);
 }
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Answer by Chris D · Jun 17, 2011 at 04:54 PM

Just make the sphere a separate GameObject and assign it as child to the tower. This way you should be able to set it's layer separately and/or just identify it by it's unique G.O. name/tag/whatever.

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avatar image Chrisg · Jun 18, 2011 at 01:46 AM 0
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Yeah, that was my plan, figured it would be worth checking for a more elegant method all the same.

Thanks.

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