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Question by FusionSausage · Oct 12, 2013 at 10:11 PM · instantiatecolliderterraindetection

Detect on instantiate if object is instantiated in terrain

Hi, I have an object with a box collider which I instantiate where I click on my terrain. Everything works fine except that it's instantiating in the mountains. I have added a box collider on the object but I don't know where to go from here to make it not instantiate when the box collider is colliding with my terrain.

Thanks in advance!

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Answer by YoungDeveloper · Oct 12, 2013 at 10:37 PM

You instantiate it from raycast hit is it true ? If so, just add some value to y axis.

 Vector3 spawnPoint = hit;
 
 spawnPoint.y += 3f; //or any value
 
 //Now just use spawnpoint as Instantiate position (2 argument)
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avatar image FusionSausage · Oct 12, 2013 at 10:48 PM 0
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It's true, but I described it a bit wrong, it's not instantiating IN the ground literllay, it's clipping in when instantiation on the mountain. I want to check that if you can't see the whole object (if the object is a bit inside the terrain), don't instantiate. If that made any sense.

avatar image YoungDeveloper · Oct 12, 2013 at 10:52 PM 0
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Okay, are you instantiating in editor mode or in-game ?

avatar image FusionSausage · Oct 12, 2013 at 11:34 PM 0
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In-game in a script with an instantiate method

avatar image YoungDeveloper · Oct 12, 2013 at 11:38 PM 0
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You can check if object is colliding with something for one time, or use this:

http://docs.unity3d.com/Documentation/ScriptReference/Physics.OverlapSphere.html

Then if object collides, just destroy it

avatar image FusionSausage · Oct 13, 2013 at 09:01 AM 0
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I have setup this example, but how do I get the output?

 void AddDamage() {
         Debug.Log ("???");
     }
     
     void TerrainCollide(Vector3 center, float radius) {
         Collider[] hitColliders = Physics.OverlapSphere(Vector3.zero, 50);
         int i = 0;
         while (i < hitColliders.Length) {
             hitColliders[i].Send$$anonymous$$essage("AddDamage");
             Debug.Log ("Collider hit.");
             i++;
         }
     }
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