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Question by FedeLab · Mar 13, 2019 at 02:04 PM · c#raycastingpositioningsnappingsticking

Creating objects and positioning next to a previous one

Hi,

I've searched a lot and tried different approaches to this problem, and I still can't come with a correct solution.

This is what I want to accomplish:

Randomly create an object based in some imported fbxs I have in a folder

Spawn the object in the scene stuck to another one that it's already in the scene.

Create a single object using both the previous one and the new one

Do this again many times.


What I am having problem with is sticking an object next to another one. I have used Ray to detect Collision and snap one to another. I've tried with Bounds, with Collider.ClosestPoint(), etc...

My first approach was to detect a point in my FirstObject's Mesh and then detect another one in my NewObject's Mesh and move the NewObject to place one point on top of the other.

 if (Physics.Raycast(m_newObject.transform.position, m_savedObject.transform.position - m_newObject.transform.position, out hit, Mathf.Infinity))
 {
       SavedPoint = hit.point;
 }
 if (Physics.Raycast(m_savedObject.transform.position, m_newObject.transform.position - m_savedObject.transform.position, out hit, Mathf.Infinity))
 {
       NewObjectPoint = hit.point;
 }
 if (SavedPoint != Vector3.zero & NewObjectPoint != Vector3.zero)
 {
       m_newObject.transform.position += SavedPoint - NewObjectPoint;
 }

Any idea or correction is welcomed.

Regards

Note: Both objects have Mesh Colliders.

Note: All the objects I have in the folder have different sizes and are complex meshes, not some regular primitives. I need a general solution to work with any object. I need to snap two objects in runtime without intersecting them.

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avatar image Vollmondum · Mar 13, 2019 at 02:17 PM 0
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complex meshes like tree roots or a factory? why don't you just set radiuses for each object?

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avatar image Vollmondum · Mar 13, 2019 at 02:22 PM 0
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Set $$anonymous$$imal intersection radius. Instantiate. On Trigger enter in case of collision move outwards with lightning speed and stop on trigger exit

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