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Question by ghostfreeman_unity · Apr 27, 2019 at 06:01 PM · collisioncollideritem pickup

Having a game object with two colliders

So I have a custom object, and I would like to have two collision objects to function in the following manner:

  • A Sphere collider that once a Player intersects, would indicate its an item the player can interact with

  • A standard box collider with a rigidbody

To assist in determining what is Interactable, I have a component Interactable attached to the first gameobject, that I use to determine what is interactable on OnCollisionEnter().

What I have implemented is a parent element with the first Sphere collider, and a child with the object model, a box collider, and rigidbody. And this approach does not appear to be working. My player intersects the sphere collider and no action is thrown indicating a collision, and furthermore, it often treats that collider as the rigidbody and bounces off.

I'm not clear on how to best address this, so any tips would be appreciated. A screenshot of the game objects in the scene is below.

alt text

The method I use to detect collisions is below, and is part of the Player game object.

 void OnCollisionEnter(Collision col)
 {
     if(col.gameObject.GetComponent(typeof(Interactable))) 
     {
         Debug.Log("Collided witrh Interactable: " + col.gameObject.name);
         
         /* if(col.gameObject.name == "Macguffin") {
             Debug.Log("Collided with Object");
         } */
     }
 }

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Answer by nt314p · Apr 27, 2019 at 11:52 PM

Instead of using a sphere collider, you can check the player's transform distance to interactable items. If that distance is less than a preset value, then the player can interact with the item.

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avatar image ghostfreeman_unity · Apr 28, 2019 at 07:20 PM 0
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In terms of best performance, should I do the transform check inside the Interactable, or in the Player during a frame update?

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