edited December 2016 in Makinom Support
Hey GiL,

Quick question:

How do I do a quick check within a schematic to see if one trigger is touching another trigger?

I'm basically just trying to do a quick check within the schematic to see if the Player is standing in a particular area after a short wait.

I've experimented with both In Collider Bounds and Collider Intersect Bounds but to no avail. I'm assuming these are the right nodes to use.

Does In Collider Bounds require the center of the object to be within the trigger (rather than just, say, a tiny sliver?)

EDIT:

On further testing I think that might be the case?

image


The block on the left does NOT register the player as standing there, even though the trigger colliders are within each other. But the block on the right with the very big trigger does register the player as standing there, presumably because the center of the object is within the Trigger. (But the big trigger isn't feasible because I need to make sure that the player is standing not jumping.

Is it possible for In Collider Bounds to register portions of a trigger instead of the center of the object?

Post edited by Kirb on
Tactics RPG Grid Battle System for ORK
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  • This relies on Unity's functionality in the backend, so I'm not sure when exactly this is triggered by Unity.

    If you need to make sure the player is on the ground, you can use other methods for this, e.g. using a raycast like in the 2D Platformer tutorial.
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  • edited December 2016
    Gotcha; thanks for the link!

    I reckon I can also keep the trigger large and just do an additional check on the character control for 'grounded'; just wanted to make sure there wasn't a preferred alternate method before I did so.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
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