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Question by xthunderduckx · May 16, 2019 at 07:24 PM · physicsraycastingspherecollider

Check whether objects are within a sphere of influence

I'm creating an explosive weapon, and I need to be able to tell if enemies are inside of a sphere of influence. The issue I have is that I also need to be able to stop enemies who are behind walls from being hit by this sphere.


Right now I have an idea in my head that I can create a sphereOverlay, and for every single collider it touches, excluding walls, raycast towards the enemy in order to make sure it isn't going to hit a wall. Is there a more efficient way to get a list of every single enemy within a radius and only damage the enemy if they are not behind walls?

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Answer by Kim-Nobre · May 16, 2019 at 09:52 PM

You can try something like this:

 private void DamageNearbyEnemies()
 {
     Collider[] enemies = Physics.OverlapSphere(transform.position, sphereRadius);
 
     for (int i = 0; i < enemies.Length; i++)
     {
         Ray ray = new Ray(transform.position, enemies[i].transform.position - transform.position);
 
         if (Physics.Raycast(ray, out RaycastHit hit))
         {
             Enemy damageableEnemy = hit.collider.GetComponent<Enemy>();
 
             if (damageableEnemy)
             {
                 damageableEnemy.ApplyDamage();
             }
         }
     }
 }
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