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Question by ReContraChanfle · Apr 15, 2014 at 05:39 AM · transformphysics2doverlaplayermaskarea

How to use Physics2D.OverlapArea

Hi,I dont know how get the points of the rectangle, i tried with this code, with erratic results.

 void Update()
 {
    walled = Physics2D.overlapArea (player.position,-player.position,Platform);
 
 }

in the Script reference says:

The rectangle is defined by two diagonally opposite corner coordinates in world space. You can think of these as top-left and bottom-right but the test will still work if the ordering of the points is reversed. How i get this points?.

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Answer by ReContraChanfle · Apr 15, 2014 at 06:57 PM

fixed, i figured out, this its the solution:

  Vector2 pointA;
     Vector2 pointB;
     
     void FixedUpdate()
     {
     pointA = stick.position //The position of the rectangle
     pointB.x = stick.position.x + 0.25f; // sum the size of the axis X of the box collider
     pointB.y = stick.position.y + 6.19f; // sum the size of the axis Y of the collider
 
  walled = Physics2D.overlapArea (poinA,pointB,Platform);
 }
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Answer by Funtownarcade · Apr 15, 2014 at 08:33 AM

You can try something like transform.position.x - half its width and transform.position.y + its height for the points, or you could use the position of empty gameobjects that you make and put in place by hand.

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avatar image ReContraChanfle · Apr 15, 2014 at 06:58 PM 0
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thanks, for the concern. but i figured out.

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