Im making a tower defense game and im working on the placement of towers, currently im using the collider2D’s built in isTouchingLayer to see if the tower you are trying to place is on top of any other towers. This has an issue as the towers also use a large CircleCollider2D trigger that indecates the towers view radius, so i can use the onTriggerEnter() to handle what the tower is able to see. The isTouchingLayer() function returns true when the collider is within this view radius, making their placement hit boxes way too large. If there is a way to not check triggers when using isTouchingLayer(), then i would love to know.
i fixed it for now by making the collision on a separate object