I’m trying to check if an object is going to overlap another object before I set the objects position. The only thing I’ve found within unity to do this is checking if the bounds of one collider intersects with the bounds of another. At this point though it is too late because the objects have already been placed. If anyone has any suggestions that’d be great.
Not sure of your specific problem, You can use Physics2D.OverlapArea() and Physics2D.OverlapCircle() to test a specific rectangle or circle to see if there is something there before planing an object in the rectangle or circle. Often if precision is called for, the object is placed, but the Renderer is not turned on. If in the next frame the object does not have a collision, the renderer is enabled. If there is a collision, the object is moved or destroyed.
There is another option of making invisible object (an actually 2d object with mesh renderers disabled, though not sure if this works. try an invisible material for this object if it fails). And then use physics and check if it overlaps. Then either change mesh or make a new object in its place.