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Question by bobbaluba · May 06, 2013 at 04:48 AM · collisionspherecast

How do I get all colliders within a radius at a given point?

I want to make sure a sphere is not overlapping any other objects. When it is, I want to move it away from the overlapping collider.

My current code is:

 RaycastHit intersectingHit;
 while(Physics.SphereCast(hand.transform.position, handRadius, Vector3.forward, out intersectingHit, 0.01f, collisionMask)){
     Vector3 direction = intersectingHit.point - hand.transform.position;
     if(direction != Vector3.zero){
         hand.transform.position = hand.transform.position - direction.normalized * 0.1f;
     }
 }

But spherecast doesn't seem to do the trick. Any ideas?

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Answer by robertbu · May 06, 2013 at 04:55 AM

Sounds like you want Physics.OverlapSphere(). It returns a list of colliders. If you just want to check to see if there is an overlap, you can use Physics.CheckSphere().

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avatar image bobbaluba · May 06, 2013 at 05:08 AM 0
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OverlapSphere doesn't work for me (unity freezes), and CheckSphere is not usable, since I don't know which way I have to move.

avatar image robertbu · May 06, 2013 at 06:02 AM 0
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I've never heard of unity freezing with an OverlapSphere(). Are you getting any errors? Can you post the code?

avatar image robertbu · May 06, 2013 at 06:56 AM 0
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I just ran a quick test with OverlapSphere...1000 game objects, a large radius check from a moving position calculated every Update(). I saw zero impact on frame rate. Back out your other code and just do the OverlapSphere.

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