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Question by SquigglyFrog · Jan 06, 2016 at 04:37 AM · nguipolygon collider 2dintersection

Using ngui and checking whether 2 2D polygon colliders intersect

Ok, working on creating one of those lovely spinning bonus wheels. So I have created a simple wheel, dividing into 8 sections. Each section has a ui2dsprite set up with a 2d polygon collider on it covering the whole wedge.

I have another ui2dsprite that sits on top, the ticker if you will, also set up with a collider. I've tried using polygon2d as well as boxcollider2d built into ngui.

My problem is for the last several hours I've been trying and failing to figure out how to determine if one of those sections intersects with the ticker. All of the normal bounds.intersects and all seem to return not$$anonymous$$ng. I tried multiple ways of checking, some are below. The raycast actually indicates a $$anonymous$$t, but then always says $$anonymous$$t is null..

 Ray ray = Camera.main.ScreenPointToRay(mousePosition);
 RaycastHit2D $$anonymous$$t = Physics2D.Raycast(ray.origin, ray.direction);
 if ($$anonymous$$t == null)
 {
        Debug.LogError("No $$anonymous$$t");
 }
 else
 {
        Debug.LogError("Hit somet$$anonymous$$ng");
        Debug.LogError($$anonymous$$t.transform.name); 
 }
 
 // *****************
 
 if (pointyT$$anonymous$$ng.GetComponent<PolygonCollider2D>().IsTouc$$anonymous$$ng(wedges[x].GetComponent<PolygonCollider2D>()))
 {
         Debug.LogError("collided");
 }
 
 // *****************
 
 if (pointyT$$anonymous$$ng.GetComponent<Renderer>().bounds.Intersects(wedges[x].GetComponent<Renderer>().bounds))
 {
         Debug.LogError("collided");
 }

If t$$anonymous$$s wont work, how would you go about setting t$$anonymous$$s up?

Sample image if it helps:

alt text

Help me w$$anonymous$$le I still have hair!!

bonusspin.png (163.4 kB)
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