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Question by VeryAnnoyingCat · Jan 10, 2021 at 12:48 PM · waterontriggerstay

Alternative to OnTriggerStay2D

I am coding some water and need a method to check if entities are in water or not. I am not even going try using OnTriggerStay2D if I want a playable game (which I do).
I am considering using a empty gameobject parented to entities with a collider only sensitive to water and using onTriggerEnter and onTriggerExit but there probably are better methods.

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avatar image Hellium · Jan 10, 2021 at 01:11 PM 0
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I am not even going try using OnTriggerStay2D if I want a playable game

Why is that? The physics engine runs regardless of whether you use OnTriggerStay2D or not.


Yes, you can use OnTriggerEnter2D + OnTriggerExit2D + boolean + Update, but I don't feel it will be better for performances (Update can run more frequently than the Physics Engine)

avatar image VeryAnnoyingCat Hellium · Jan 10, 2021 at 04:40 PM 0
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I haven't really heard many good things about onTriggerStay and performance. I guess it updates values too often?
Also, there is no way I am using things like this in $$anonymous$$onobehaviour.Update.

avatar image VeryAnnoyingCat VeryAnnoyingCat · Jan 11, 2021 at 07:50 AM 0
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Wait, what does OnTriggerEnter/Exit have to do with Update?

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Answer by logicandchaos · Jan 10, 2021 at 02:37 PM

onTriggerEnter and onTriggerExit seems to be the right way to do it, but I found it's not reliable, sometimes the one won't be called leading to buggy behaviour, there is collider.IsTouching(otherCollider); and you could do something like: bool isInWater; isInWater=collider.IsTouching(otherCollider); putting it in update may cause performance issues, you should probably call it when player is moving vertically. You could also use OverlapCircle()

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avatar image VeryAnnoyingCat · Jan 10, 2021 at 04:41 PM 0
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I never even thought about the collider component methods :P. Overlap methods it is. :)

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