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Question by CBV · Mar 15, 2020 at 01:36 PM · 2dphysics2d gamephysics2d2d-physics

Physics2D Overlapbox not working as aspected

Hey Guys,

I'm doing some A* Pathfinding right now and causing some issues with Tilemap and Physics2D.OverlapBox. I created a nodemap, w$$anonymous$$ch contains nodes. To find out, w$$anonymous$$ch node is walkable and w$$anonymous$$ch node not, I'm looking for colliders, w$$anonymous$$ch are at nodes position, to determine, if the node is walkable or not. Unfortunaly, Physics2D.OverlapBox not working as aspected.

What I did so far: Tilemap has some Composite2D Collider, where Mode is changed to polygons If i change the size of the overlap box to new Vector2(1,1) its working fine, but when I change it back to my code (below) it do not detect any collider. If I change to Physics2D.OverlapArea it will find a collider. I tried to fix t$$anonymous$$s issue for hours, but didnt fine any solution yet. Maybe you guys could help me.

Code: public float nodeSize = 0.5f;

 public void CheckNodeMap()
     {
         
 
 
         for (int x = 0; x < nodeMap.GetLength(0); x++)
         {
             for (int y = 0; y < nodeMap.GetLength(1); y++)
             {
                 bool isWalkable = true;
 
                 isWalkable = Physics2D.OverlapBoxAll(new Vector2(transform.position.x + (x * nodeSize) + nodeSize / 2, transform.position.y + (y * nodeSize) + nodeSize / 2), new Vector2(nodeSize-0.05f, nodeSize-0.05f) / 2,0,9).Length > 0 ? false : isWalkable;
                
                 
                 nodeMap[x, y].isWalkable = isWalkable;
             }
         }
     }
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