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Question by Shamini · Dec 26, 2014 at 10:57 PM · raycastplatformerplatformboundscollider 2d

how to find the width of a parent gameobject without using bounds?

I want to instantiate a group of platforms so that they are exactly next to each other. so i made a group of 2-3 platforms and put them into a parent gameobject.now i need to find the width of the parent gameobject so that i can place the next gameobject so i added a boxcollider component to the parent and i have used the bounds to find the width and that worked but now the problem is when i raycast to detect that the player is grounded or not,it hits the parent collider and not the platforms,how can i solve this problem. is there any other way to find the width of the parent gameobject? or is there any other way that i can detect the actual platform colliders and not the parent gameobject colliders?

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avatar image jmgek · Dec 27, 2014 at 02:26 AM 0
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Store the last game objects width and use that, don't try and ray cast for new data when you can get it on spawn.

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Answer by Shamini · Dec 28, 2014 at 06:46 PM

I assigned the parent gameobject to the ignore raycast layer so the raycast now does not detect the parent collider only the child colliders are detected,this is also working.

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Answer by Shinyclef · Dec 27, 2014 at 06:04 AM

You can still use those colliders if it makes your job easier. All you have to do is assign your new colliders to their own physics layer, go into the physics settings and prevent those colliders from interacting with any other layer, and when you do your RayCast, user a layer mask that excludes those colliders.

Something like this should work for you when you want to do your raycast, as long as you set the ignored colliders to the 'Excluded Layer' physics layer.

 int allLayersExceptExcludedLayer = ~(1 << LayerMask.NameToLayer("Excluded Layer"));
 Physics.Raycast(Ray, out hitInfo, 10f, allLayersExceptExcludedLayer);
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