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Question by vandel212 · Apr 23 at 07:58 PM · raycastcollider

Raycast Not Detecting Collider Until After Game Loads

Hi, I'm making a 2D game that procedurally generates a dungeon. One of the things I have in it is mining nodes. When placing a mining node, I want to make sure that there isn't something with a collider already at that position. The problem I'm running into is that during the process of generating the dungeon, it places a node (that has a 2d box collider), then when placing another node at the same position, the check to see if a collider already exists in that spot doesn't find anything. However, when I run the code after the level has fully built (with a button press), it detects the collider without issue. So it seems like until the game is actually, the colliders don't exist. How do I make it detect colliders during the generation process?

I also tried placing an empty gameobject in the spot with a 2d box collider in it on the map so it's there before I run the game, and it detects a collider there when placing both nodes. So I'm pretty confident it's not creating the collider until after the procedural generation.

     private void PlaceMiningNodes()
     {
         foreach (var position in wallPositions)
         {
             if (ProceduralRNG.Next(1000) < 30)
             {
                 Vector3Int? nodePosition = GetNearestGroundPositionFromEdge((Vector3Int)position);
                 if (nodePosition != null)
                 {
                     GameObject miningNode = Instantiate(miningNodePrefab);
                     miningNode.transform.position = floorTilemap.GetCellCenterWorld((Vector3Int)nodePosition);
                     miningNode.transform.parent = miningNodesContainer.transform;
                 }
             }
         }
     }


     public bool CheckIfObjectExistsAtPosition(Vector3Int position)
     {
         //check if there is something at that position
         RaycastHit2D hit = Physics2D.Raycast(floorTilemap.GetCellCenterWorld((Vector3Int)position), Vector2.up, 0f);
         if (hit.collider != null)
         {
             return true;
         }
  
         return false;
     }
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