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Question by lessthanthreewizard · Jul 06, 2020 at 12:25 AM · colliderbounds

Positioning gameobject on collider bounds.

Hello. I am trying to position gameobject A on the perimeter of gameobject B's collider. I am using Bounds.ClosestPoint to get the closest point to gameobject B's collider but the issue is I only want to get points that are on the perimeter of the collider not inside of the collider. Could anyone guide me in the right direction to achieve this? Thank you.

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Answer by FeedMyKids1 · Jul 06, 2020 at 10:29 AM

In testing this I made a sphere collider with a script on it and then a sphere object that's smaller than the collider to visualize where the first collider is.

When anything collides with the collider, the red gameobject of choice will appear at the point of contact using this script:

 public class ColliderTest : MonoBehaviour
 {    
     [SerializeField] private GameObject showPointPrefab = null;
 
     private void OnCollisionEnter(Collision collision)
     {    
         Vector3 point = collision.contacts[0].point;
 
         Instantiate(showPointPrefab, point, Quaternion.identity);
     }
 }

alt text


contactpoints.png (172.2 kB)
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avatar image FeedMyKids1 · Jul 06, 2020 at 10:33 AM 0
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To better answer the question:

In the Collision class, you get some nifty information like the 'contacts' array which holds information about each point of contact in the collision but that first point (accessed with the 'point' property) is where the collision occurred.

In your case, you can say GameObjectB.transform.position = collision.contacts[0].point;

avatar image FeedMyKids1 · Jul 06, 2020 at 11:10 AM 0
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And if you want the object to be on the outside of the collider, you can use the contact.normal to offset it.

avatar image lessthanthreewizard FeedMyKids1 · Jul 06, 2020 at 11:57 AM 0
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Thank you very much! I managed to get it working with your approach after some slight modifications :)

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