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Question by spiesaydan · May 13, 2019 at 10:58 AM · collidersinteractionontriggerzone

Creating a parabola (?) shaped zone of interaction...

So I want a zone of interaction originating from a object, but i don't want to use shapes with colliders that have simply been rendered invisible. I was thinking more pure maths? E.g.

Say you have a Player, and just draw a parabola from the player as a origin, cant u use it to create a sort of half dome? alt text

I don't know if this makes sense, or maybe I'm way off as far as how this works. But I need the most performance efficient solution due to needing a lot of pawns present at the same time.

para.png (33.9 kB)
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Answer by Hellium · May 13, 2019 at 11:14 AM

In your precise situation, I strongly recommend using a sphere collider with "filtering". Indeed, the physics engine is optimized (space subdivision, ...), and I don't think you have the possibility to "include" your custom collision detection algorithm.


Since you have a basic shape (half sphere), I guess you can do the following using a Sphere collider (set to trigger)

 private void OnTriggerEnter(Collider other)
 {
     // Filter to keep half of the sphere
     Vector3 direction = (other.transform.position - transform.position).normalized;
     if( Vector3.Dot( direction, transform.forward ) > 0 )
     {
         // Do something
     }
 }
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Answer by ivan866 · Jun 05, 2019 at 12:42 PM

Just solve an equation y=x^2 and see if your current position is higher or lower than the function's response value.

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