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Question by Ishkur · Mar 13, 2014 at 02:40 AM · collisionignore collisions

Ignoring collisions

Hello.

I'm placing 1x3 unity unit cubes onto a plane that is divided also into 1x1 grids (think Tetris). I have a script that prevents placement of a cube if it will collide with something that is already there (by flipping and checking a bool).

Because of the size of the cubes and the size of the grids, the cubes should fit perfectly side by side, but of course it isn't so.

When I try to place a cube next to another cube, it is still counted as a collision, as, despite the dimensions and grid, there is some sort of overlap between the closest faces.

Is there a way to selectively ignore this glancing collision between the faces? I need to be able to allow the cubes to fit snugly against each other but not allow the player to place overlapping cubes (still, in the spirit of Tetris).

Thanks a lot for any insight!

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Answer by Ishkur · Mar 13, 2014 at 03:05 AM

The problem was overcome by keeping the old trigger collider system. If OnTriggerStay is still being called when trying to place the cube, a new Bounds object in the size of the new cube's bounds is created and downsized by multiplying the Bounds.size by 0.99f.

Bounds.Intersects is used between the new downsized Bounds and the one passed from the collider triggering the OnTriggerStay. If the downsized Bounds does not intersect, then we can assume we are trying to place cubes side by side and ignore the collision. If they do intersect, then the player must really be overlapping the cubes and proceed to prevent placement.

If there's a more efficient way of doing this, I would appreciate an answer!

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