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Question by Aoennn · Feb 25, 2013 at 08:47 AM · raycastrangespherecollider

I have a GameObject which has children. One of those children has a large sphere collider (20 meter radius). That large sphere collider defines the range of the parent GameObject. If I want the player to see that range, what should I do?

The large sphere collider is on the IgnoreRaycast layer. This is so the player can still interact with the world, without colliders blocking up raycasts.

I was thinking of OnMouseEnter, add some texture to that collider, but since it is on IgnoreRaycast layer, that didn't work out.

Thanks!

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avatar image GC1983 · Feb 25, 2013 at 09:01 AM 0
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why not just use distance between player and the object through checking their vector3() from each other.

avatar image Aoennn · Feb 25, 2013 at 09:17 AM 0
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The player plays through a non-movable camera. They have to be able to see the range of an object they select.

I can't see the relevancy of checking distances with displaying the border of the collider sphere on the selected object to the player.

avatar image GC1983 · Feb 25, 2013 at 09:19 AM 0
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ok, then set up a range marker when its triggered.

avatar image Aoennn · Feb 25, 2013 at 09:31 AM 0
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Not sure what a range marker is.

avatar image GC1983 · Feb 25, 2013 at 09:36 AM 0
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create some kind of ring or some texture that you can instantiate when range is met. Some kind of visual indicator you create when the trigger is set.

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Answer by MikeNewall · Feb 25, 2013 at 04:56 PM

It depends how you want to represent it in game? You could create a sphere or a cylinder that has no collider which is parented to the game object, and then set its radius to match that of the objects range. You'd need to make a semi transparent material and apply it to the sphere/cylinder so it doesn't obscure anything. If you want an animated effect you could make a shader for it.

To give you an idea of what I mean you could draw a sphere with OnDrawGizmos() as a test:

 void OnDrawGizmos()
 {
     Gizmos.DrawWireSphere(objectPosition, radius);
 }

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