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How expensive is Overlapsphere than a few raycastings?
Hi All,
That's the basic question, But if anyone has teh inclination to read teh background.. here it is..
My starting point is the 3rd person controller from 3dbuzz tutorials, with a lot of my own enhancements.. I had added a feature for the character to "use" a vehice "vehicles" (Horse, flying bird etc..) which are parented to the character. But as i couldn't expand my character controller to cover the "Vehicle", and i can't put a full rigidbody on it, they keep slicing into objects.
After a lot of trials and errors, I finally have one solution working to my satisfaction.. I made an "Extended Char Controller) by creating a ghost object - a cube resized to match the vehicle (and parented to it), and collider component removed and rendering turned off. Then whenever i move, or rotate, or fall, I first do that t o my ghost component, and then use Overlapsphere to find objects close by, and then use MeshRenderer.bounds.Intersects() to see if it is OK to process that action. Earlier i tried with raycasts, but for it to be accurate I need to do at least 5 raycasts in teh direction (from 4 corners and centre) and check normals to make sure i don't slice into sharp edges.. I just want to know, for academic interests, and to see if it can optimize performance. How teh overlapsphere compares with raycasts. I know it uses raycasts internally.. (I put teh "Floor" and "Player" into "Ignore Raycasts" layer and they don't turn up in the overlapsphere colliders list..)
Edit: One more info.. I don't do this on update.. Only when a key is pressed...
Thanks & Regards Rajesh
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