Hi, I tried using Physics.Checkbox since it seemed the easiest way to perform the check I needed but it never worked tried many parameters I always get FALSE for collision detection. even if the object is overlapping an object an other object. for performance and simplicity of code used I am trying to make it with this approach avoid raycasts,enter/exit collision. Specially with new InputSystem the oldway to do checking needs more round trips in my case.
public static bool CheckBox(Vector3 center, Vector3 halfExtents, Quaternion orientation = Quaternion.identity, int layermask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
parameters I used to test:
Vector3 center = _bc.bounds.center;
Vector3 halfExtents =
[INDENT] new Vector3(_bc.bounds.center.x,_bc.bounds.min.y,_bc.bounds.center.z);
new Vector3(_bc.bounds.size.x / 4, _bc.bounds.size.y / 4, _bc.bounds.size.z / 4);
new Vector3(transform.localScale.x / 2, transform.localScale.y / 4, transform.localScale.z / 4);[/INDENT]
Quaternion orientation =
Quaternion.identity;
transform.rotation;
int layermask = 9;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGloba
I always get false no matter what I put in params specially the half extent vector3 one
if anyone can help thanks.