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Question by azmundai · Apr 03, 2013 at 03:39 AM · colliderchildcheckcompare

Do Objects Collide?

I need a command to evaluate if two objects collide or not.

This script is not attached to either of the objects being evaluated, it is a level generation script where I am randomly placing objects around the scene. What I need to do is after I place an object, I need to check if it's collider overlaps(collides with) any of the other colliders in the scene.

I tried OnCollisionEnter, and the other similar commands but they all seem to depend on the script being attached to an object itself? Is there a way to run these functions on a gameobject variable?

I also tried transform.collider.bounds.countains, but this needs to evaluate a position. While I guess I could cycle through the verts of my collider, that doesn't take into account the spaces between verts.

Any suggestions? This is what I have, and it works when the position of the the collider is inside the TempChild collider, but that doesn't really do everything I need it to.

                             if(prefabTempChild.collider.bounds.Contains(prefabArrayChild.collider.bounds))
                             {
                                 Debug.Log("collision");
 }
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avatar image robertbu · Apr 03, 2013 at 04:15 AM 1
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If you don't have to be real tight to the mesh you can use Physics.OverlapSphere(). Even if you need tighter evaluation, OverlapSphere() can be a first step to identify the candidates.

avatar image Benproductions1 · Apr 03, 2013 at 04:15 AM 0
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why not attach a script?

avatar image azmundai · Apr 03, 2013 at 04:19 AM 0
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thanks ill try Physics.OverlapSphere() they are tight right now, but ideally the objects would have a decent spread so it sounds like that might help.

The script is attached to an empty object in the scene that doesn't have a collider. the script is being used to place objects in the scene, so unless I can call OnCollisionEnter on another object (idk how to do that) .. Im not sure how else to do it.

avatar image Benproductions1 · Apr 03, 2013 at 04:26 AM 0
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If you want it super accurate, you can do the vertex thing you described, you just need to go through both objects vertices

avatar image azmundai · Apr 03, 2013 at 04:37 AM 0
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Your suggestion actually worked fine with transform.collider.bounds.countains ... I actually didnt want the objects to be very close at all, I just didnt realize it :) I can still let them be pretty close this way so it will work fine. Sometimes another perspective is all you need :)

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