Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Kenned · Nov 04, 2013 at 04:39 PM · collidertriggeroptimizationspherecastphysics.spherecast

Physics.SphereCast or a sphere trigger area?

Hey everyone :)

I'm currently working on the interaction in my game, however I have a small problem, since I thought it would be easier to just spherecast whenever I press the interaction button, however when I spherecast it seems to make the game lag quite a bit.

Now I'm wondering if it would be more optimal to have a sphere collider marked as trigger, then use the OnTriggerStay instead.

Which is the most optimal way? :3

Also, here is my code:

 void Interaction(){
         
         RaycastHit hit = new RaycastHit();
         Physics.SphereCast(transform.position,0.5f,transform.forward, out hit);
         
         interactionTimer = 0.0f;
         
         if(hit.collider != null){
         
             if(Vector3.Distance(hit.collider.gameObject.transform.position,transform.position) <= interactableDistance){
             
                 switch(hit.collider.gameObject.tag){
                 case "NPC":
                     hit.collider.gameObject.GetComponent<NPC>().Action();
                     print ("YEAH!");
                     break;
                 case "Chest":
                     hit.collider.gameObject.GetComponent<Chest>().Action();
                     break;
                 case "Interactable":
                     hit.collider.gameObject.GetComponent<Interactable>().Action();
                     break;
                 }
             }
             
         }
     }
Comment
Add comment · Show 6
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Huacanacha · Nov 04, 2013 at 04:49 PM 0
Share

If you can avoid using GetComponent that will help a little bit, but as a one off call in response to user input it shouldn't introduce any noticeable lag.

You can try using a Layer$$anonymous$$ask so that the collider check only looks at objects you can interact with, rather than against all of the colliders in your scene.

avatar image Kenned · Nov 04, 2013 at 04:52 PM 0
Share

Thanks Huacanacha :D I'd completely forgotten about layer masks <.<'

I changed the system to work with the sphere trigger again, which in any case works quite effective : P

avatar image Huacanacha · Nov 04, 2013 at 04:59 PM 0
Share

No problem ;)

Do you want to check the path of a sphere, or just the sphere itself? If it's just a sphere check use:

 Physics.CheckSphere(transform.position, 0.5f);

That should be a lot faster, and you can only check on demand.

Edit: Ahh except that doesn't give you the hit information, just a bool. OverlapSpehere() will return all colliders in the spheres radius.

avatar image Kenned · Nov 04, 2013 at 05:03 PM 0
Share

Thanks mate :D

I solved it with the sphere trigger though :3

However, it might be nice to have a system like that which works with coroutines later :P

I think I'll be looking into getting objects on the screen for now though :3 Who knows what'll happen anyway XD

avatar image Dracorat · Nov 04, 2013 at 05:10 PM 0
Share

As an aside, GetComponent is sometimes largely unavoidable, but if possible, do it once then save it in a local class-level variable and use it from there ever after.

Show more comments

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

17 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Can't click gameobject when over another trigger? 1 Answer

OnTriggerStay Question 0 Answers

Why can't quads be triggers? 0 Answers

Destroying objects within collision 1 Answer

changing gravity OnTriggerEnter 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges