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How Physics2D.OverlapCircleAll works???
here is my IsGrounded method,,,,
bool IsGround(){<br>
if (rigidBody.velocity.y <= 0) {<br>
foreach(Transform points in groundPoints){<br>
Collider2D[] colliders = Physics2D.OverlapCircleAll (points.position,0.2f);<br>
for(int i=0;i<colliders.Length;i++){<br>
if (colliders [i].gameObject != gameObject) {<br>
return true;<br>
}<br>
}<br>
}
}<br>
return false;<br>
}
what does this part do?? if (colliders [i].gameObject != gameObject) {
return true;
}
Answer by MrAkroMenToS · Apr 24, 2016 at 10:15 AM
Hi @EhsanEhrari
Physics2D.OverlapCircleAll works like Physics.OverlapSphere. It return ALL of the colliders2d in the given radius (in your case 0.2f).
Your IsGround method return true if there at least one gameobject other than the one the script is on.
Your answer
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