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Question by Cris_2013 · Aug 02, 2020 at 08:47 AM · collisiongizmosoverlapping

Mismatch between OverlapBox and Gizmo

I want to use OverlapBox to create a box in front of a vehicle and be able to check collision on demand. I use draw gizmo to be able to see the size and position of the box to confirm that size and position are correct.

This is my code:

 public class TestCollision : MonoBehaviour
 {
 [Header("Collision")]
 public Vector3 m_DetectorOffset = Vector3.zero;
 public Vector3 m_DetectorSize = Vector3.zero;
 
 private LayerMask m_LayerMask;
 private Renderer m_Renderer = null;
 
 void Start()
 {
     m_LayerMask = (1 << LayerMask.NameToLayer("Pedestrian")) | (1 << LayerMask.NameToLayer("Vehicle"));
 
     m_Renderer = GetComponent<Renderer>();
     m_Renderer.material.color = Color.green;
 }
 
 private void FixedUpdate()
 {
     if (CheckForCollisions())
         m_Renderer.material.color = Color.red;
     else
         m_Renderer.material.color = Color.green;
 }
 
 public bool CheckForCollisions()
 {
     Vector3 colliderPos = transform.position + m_DetectorOffset;
 
     Collider[] colliders = Physics.OverlapBox(colliderPos, m_DetectorSize, transform.rotation, m_LayerMask);
 
     if (colliders.Length == 1)
     {
         // Ignore collision with itself
         if (colliders[0].gameObject == gameObject)
             return false;
 
         return true;
     }
 
     if (colliders.Length > 0)
         return true;
 
     return false;
 }
 
 #if UNITY_EDITOR
 protected virtual void OnDrawGizmos()
 {
     Gizmos.color = Color.red;
     Gizmos.matrix = transform.localToWorldMatrix;
     Gizmos.DrawWireCube(m_DetectorOffset, m_DetectorSize * 2.0f);
 }
 #endif
 }

This script works great if I don't rotate the "vehicle" - in the picture the blue cube is the object I want to detect, the green/red cube is the vehicle and the red wireframe box is the OverlapBox represented by the gizmo: alt text

The issue occurs when the "vehicle" rotates - in the following picture I rotate the vehicle 90 degrees in the Y axis, the gizmo represents the box in the correct position, however the OverlapBox logic is ignoring such rotation (even though when the rotation of the object is passed in the function): alt text

How can I make the OverlapBox to work properly taking rotation into consideration and being able to represent an accurate gizmo.

Many thanks in advance.

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Answer by xxmariofer · Aug 02, 2020 at 12:09 PM

this will work, you need to transform the position

 public bool CheckForCollisions()
 {
     Vector3 colliderPos = transform.TransformPoint(m_DetectorOffset);

     Collider[] colliders = Physics.OverlapBox(colliderPos , m_DetectorSize, transform.rotation);

     if (colliders.Length == 1)
     {
         // Ignore collision with itself
         if (colliders[0].gameObject == gameObject)
             return false;

         return true;
     }

     if (colliders.Length > 0)
         return true;

     return false;
 }
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avatar image Cris_2013 · Aug 02, 2020 at 02:34 PM 0
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Thanks a lot! that worked perfectly!!

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