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Question by Kyubai · Jul 02, 2016 at 02:40 PM · 2dcollisioncollidercontrollercollision detection

isTouching() with multiple colliders

I created a 2D Game with Tilebased Movement. To check if there is a wall next to my character I have 4 colliders floating next to it and I'm using isTouc$$anonymous$$ng to check for Collisions. But I happen to use about 8 different Colliders now and it's not an option anymore to check for each of them with and OR connection?

Is there a way to check for isTouc$$anonymous$$ng(all collider/any collider) or should I switch to raycasts?

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avatar image Kyubai · Jul 01, 2016 at 07:50 PM 0
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I just found a way to do this with raycasts "Physics2D.Raycast(playerPosition + Vector3.down, new Vector3(0, 0, -1))" would be my code for checking below the character, but my question still remains ^-^

avatar image Soos621 Kyubai · Jul 02, 2016 at 11:42 PM 0
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You can use a straight raycast combined with a physics.overlapsphere since a single raycast will only return one collider at a time you can cast the raycast to check for a hit then overlapsphere from that point to check all the colliders in that area, if you wanted you can see if the colliders overlap by using the collider.bounds.intersects() just an idea.

avatar image EDevJogos · Jul 02, 2016 at 04:12 PM 0
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Switch to raycast, its way faster then a bunch of colliders.

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