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Question by Dr-Hazrd · May 11, 2021 at 04:57 PM · c#vector3combathit detectionphysics.overlapsphere

How do I find colliders within a cross or dot product of a vector to a target from the player?

I'm trying to find all the colliders that would fit into a cross product in front of my player so I can give them damage, but I don't know how to do that; does anybody have any suggestions?

https://www.youtube.com/watch?v=lL8xGXxEAAM

First 28 seconds.

  1. Player Swings

  2. Animation Event triggers detect damage for anything in the cross or dot product of the forward vector

  3. The script passes damage value to the object health script

  4. All Objects within the damager radius (green radian area) receive a passed event trigger (hit, stun, burn, etc., etc.)

alt text

Code So far:

 void DetechCollision()    
 { 
     Collider[] hit = Physics.OverlapSphere(transform.position, radius, collisionLayer); 
 
     if (hit.Length > 0)
     { 
         for (int i = 0; i < hit.Length; i++)
         { 
             if (hit[i].gameObject.GetComponent<Enemy>() != null)
             { 
                 Debug.Log("Contact"); 
                 hit[i].gameObject.GetComponent<Enemy>().Hit(this.transform); 
                 hit[i].gameObject.GetComponent<Enemy>().DealDamage(1);
             }
         }
 
         if (isPlayer)
         { 
             Vector3 hit_FX_Pos = hit[0].transform.position; 
             hit_FX_Pos.y += (hit[0].bounds.size.y * .5f); 
             Instantiate(hit_FX, hit_FX_Pos, Quaternion.identity);            
         } 
 
         Debug.Log("You hit " + hit[0].gameObject.name + " with " + this.gameObject.name);  
         gameObject.SetActive(false);
     }
 } 



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avatar image andrew-lukasik · May 11, 2021 at 06:57 PM 0
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Your script is hard to understand as who/what is hitting who

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Answer by andrew-lukasik · May 11, 2021 at 07:11 PM

 float angleThreshold = 25f;
 Vector3 myPosition = me.transform.position;
 Vector3 myforward = me.transform.forward;
 Vector3 otherPosition = other.transform.position;
 Vector3 dirToOther = Vector3.Normalize( otherPosition - myPosition );
 float dot = Vector3.Dot( myForward , dirToOther );
 float angleToOther = ( 1f - (dot+1f)/2f ) * 180f;
 if( angleToOther<angleThreshold )
 {
     // hit
 }
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