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Question by salsa · Jun 22, 2017 at 10:21 AM · physicscolliderplacementphysics.overlapsphere

How to do a Placement object properly?

Hi guys,

I'm trying to implement a object placement functionality, and I don't know what I'm doing wrong.

I would like to detect if already have an item in the same place that I'm trying to drop.

alt text

I already try a lot of things, lately I alsohave added a Layer but doesn't works too :(

Any help please!

Here is what I did:

 using UnityEngine;
 
 public class Test : MonoBehaviour
 {
     private GameObject Entity;
     private BoxCollider Box;
 
     private void Start()
     {
         CreateObjectTest();
     }
 
     private void CreateObjectTest()
     {
         Entity = new GameObject();
         GameObject Prefab = Instantiate(Resources.Load("Prefabs/Props/dumpster_mesh")) as GameObject;
         Prefab.transform.parent = Entity.transform;
         Box = Prefab.AddComponent<BoxCollider>();
         Entity.layer = LayerMask.NameToLayer("PlacementItem");
     }
 
     private void FixedUpdate()
     {
         Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         RaycastHit hit;
 
         if (Physics.Raycast(ray, out hit))
         {
             // Move object to mouse position
             Vector3 Pos = new Vector3(Mathf.Round(hit.point.x), 1, Mathf.Round(hit.point.z));
             Entity.transform.position = Pos;
 
             // On click, ty to place item
             if (Input.GetMouseButtonDown(0))
             {
                 if (IsHitting(hit.collider, Entity.layer))
                 {
                     Debug.Log("found something blocking");
                 }
                 else
                 {
                     CreateObjectTest();
                 }
             }
         }
     }
 
     public bool IsHitting(Collider col, int Mask)
     {
         Collider[] hits = Physics.OverlapBox(col.bounds.center, col.bounds.extents, col.transform.rotation, Mask);
 
         foreach (Collider hit in hits)
         {
             if (hit == col)
             {
                 return true;
             }
         }
 
         return false;
     }
 }
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