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Question by Ipsquiggle · Sep 18, 2011 at 01:46 AM · physicsraycastcollider

How can I test if there is a collision near my rigidbody?

I would like to be able to probe the space around my character to determine if there is any environment colliders nearby.

For example: If the character is less that 1 unit above the ground, I would like to be able to tell this, even though they aren't quite touching.

An obvious method would be to do a raycast down from their position. If the ray hits, then there is something below them.

However, what if there is a gap in the ground directly below their center? Or they are hanging over a cliff or on a spire? In these cases, the ray would (incorrectly) show that there is nothing beneath them, even though they are about to collide with the ground.

Is there such a thing as a 'shape cast'? So I could, say, project a sphere out from the bottom of the player and get information about whether or not it will collide with something?

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Answer by syclamoth · Sep 18, 2011 at 04:47 AM

Have you looked at Physics.SphereCast? It does exactly what you want here. Honestly you should just read through the documentation a bit- there's lots of useful stuff in there!

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avatar image Ipsquiggle · Sep 19, 2011 at 05:21 PM 0
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I missed it the first time through the docs, and then found it after posting the question. Figured I'd leave the question up though for future generations. ;)

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Answer by Bunny83 · Sep 18, 2011 at 04:48 AM

I guess you need Rigidbody.SweepTest?

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