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Question by unity_UaKEscun_Mpx-g · Jan 26, 2021 at 04:02 PM · navmeshcollidersnavmeshagentclick to moveclicktomove

Moving NavMeshAgent inside a Collider

I'm making a Click-To-Move RPG, and I have a Spawner GameObject that needs to detect whether the Player is standing inside it or not. I used the SphereCollider and RigidBody components to detect if the Player is inside or not, but when I click the ground that's covered by that Sphere Collider the Player won't move there. I tried setting isKinematic to true and false, doesn't seem to fix to problem.

How do I enable clicking over that Collider so that the Player is able to move there?

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Answer by unity_UaKEscun_Mpx-g · Jan 27, 2021 at 10:10 AM

Found the solution to my problem:

I handled movement using Raycasts, so I put the Spawner Collider on a layer called "IgnoreRaycast". Works like a charm.

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Answer by DanielRPixelMan · Jan 26, 2021 at 08:47 PM

Hi , how do you handle your movement ? Try using Raycasts , this is the case if an game is 2D. This will work if an object has any kind of an collider on it , you can filter it with layermask .

void Update() { if (Input.GetMouseButtonDown(0)) { RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero); } }

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