#If those objects were created correctly
1 messages · Page 1 of 1 (latest)
No, i spawn/setOrigin an entity, say box, which has collider, and i want to know wether it overlaps with anything
You understand that a colliders exists to stop objects from intersecting right?
Yes, ok, if there's no collider, but just meshobject?
Depends on the shape of the object.
trimesh
that is the answer i was looking for
when i'm "carrying" an object check wether it overlaps with anything
There might be a couple more. I don't remember.
yea, i was hoping that there's more to that than sphere/bb query
What's is your use case?
at least i won't spend a week trying to find what's nonexistent
when i'm "carrying" an object to check wether it overlaps with anything before "placing" it
in runtime
Been there done that
There should never be a point that they intersect with anything
say object is attachet to player's camera and can be placed with snaptoground
Colliders exists to prevent that
what if it's a static object? it interacts with characters by moving them but it does not care about other static objects
Name one vanilla object that does that?
TVSet_01
I'll take a look at it
Again, in my case it is not spawned in a proper way, it gets teleported to the point say 1 meter in front of the player's camera
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Viddo taking forever to upload.
video*
is it still uploading?
It's done now
yeah, works now
i see, are you using vanilla preview class or made that from scratch?
No preview. i'm spawning the prefab that I want to place and changing the meshes material.
so you are basically spawning new entity
Red or green depending on if its place-able or not
GetCursorTargetWithPosition?
No
what does it do if you look at say the middle of the wall, would it make it not-placeable? Sorry for being pain in a butt
You can't "look" at the middle of anything. That's not how traces work.