I’m trying to gather all GameObjects a specific object intersects with. At the moment I’m using a broad sweep:
Collider[] colliders = Physics.OverlapSphere(latestObject.collider.bounds.center, latestObject.collider.bounds.extents.magnitude);
But as I understand it, this uses a bounding sphere around each object to test for overlap, and so it may not be very precise. I’d like to then check each returned object with a more precise approach. Is there an easy built in way to check one object against another more precisely? Or do I have to literally manually go into the meshes and do triangle<->triangle intersection tests?
Thanks for any help!