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Question by esitoinatteso · Jan 23, 2015 at 02:45 PM · collisionphysicshowalternativecheckbox

Physics.CheckBox() Alternatives

Hi there! I know it's been asked in the forums at least twice, here and here, but I'm feeling that this issue hasn't really been solved in a plain way... care to help? :)

The thing that's driving me nuts is Unity that seems to need 1 extra frame before returning the values I'm looking for.

Why, or even better, How Physics.CheckSphere() returns a value the very moment it gets executed, and an instantiated trigger BoxCollider does not?

What's going on under the hood and how would I use a FixedUpdate() to make it work?

Above all, what do you think would get the job done better between the many alternatives?

Because obviously, using Physics.CheckCapsule() with added Raycasts to emulate the corners of a box is an interesting idea but it's not very precise as it would be to .CheckBox() in the first place, which is something Unity can't do... alt text

If you think this is something worthy of being implemented, here's an old feedback you can vote.

checkcapsuleraycast.jpg (195.6 kB)
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