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This question was closed Jun 29, 2013 at 08:29 PM by Em3rgency for the following reason:

Making a separate question for part 2, as I really need help solving it.

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Question by Em3rgency · Jun 26, 2013 at 02:49 PM · c#collisioncollisiondetection

Alternative collision detection methods? (c#)

I have a scene where I have several objects colliding, often even overlapping each other (I want this), and I've got the code performing pretty much the way I want, with simply

 void OnTriggerEnter(Collider other) 
 {
     colliding = true;
 }
 void OnTriggerExit(Collider other)
 {
     colliding = false;
 }

But now I've run into two snags.

  1. EDIT: SOLVED. Look at the comment below. OnTriggerExit mostly works, but not always. When I move one of the colliding objects away too fast, especially when it was just touching and not overlapping, this function never fires off, and the object is stuck in a perpetual "colliding" state. Is there any way to make it more... sensitive?

  2. How can I differentiate between when objects are just touching and overlapping?

Additionally, the collision sphere thing won't do here, as all my objects are rectangularly shaped. Help?

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avatar image Em3rgency · Jun 26, 2013 at 08:06 PM 0
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Right so, problem 1 is gone, did it with this code.

 public bool colliding = false;
     private int collNum = 0;
     
     void Update () 
     {
         if(collNum == 0)
             colliding = false;
         if(collNum > 0)
             colliding = true;
         if(collNum < 0)
         {
             Debug.LogError(this.gameObject + " Undetected collision exit");
             collNum = 0;
         }
     }
     
     void OnTriggerEnter(Collider other) 
     {
         collNum++;
     }
     void OnTriggerExit(Collider other)
     {
         collNum--;
     }

This worked, because my problem was that my objects were often colliding with several other objects at the same time. So enters and exits were getting fired off willy nilly. $$anonymous$$eeping count fixed that. So far the error has not been fired off even once.

$$anonymous$$y 2nd question is still valid though.

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Answer by SpecticalPro · Jun 26, 2013 at 07:16 PM

try checking distance from the center of the objects rather than OnTriggerExit()

ie. subtract the two transforms and get the squared magnitude should work

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avatar image Em3rgency · Jun 26, 2013 at 07:48 PM 0
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Then each object would have to look at every other object in the scene to check for collisions... Is that wise? We're talking thousands of objects here.

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