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Question by ambid17 · Nov 02, 2021 at 02:46 AM · collisionphysics

Physics.ComputePenetration doesn't work with 2 box colliders

So I have a fairly simple setup. I have 2 meshes, with a box collider wrapped around each. In my actual implementation (I am making this simplified to make this post easier to understand) I use convex mesh colliders on each of the objects.

I have a bunch of pipes in my level, and I want to make a graph, holding all of the connections. I would love for a better way to do this, but my algorithm for now is simple:

  • Use Physics.OverlapBox() to find all of the nearby colliders

  • For each of the nearby colliders, use Physics.ComputePenetration() to determine if I am actually colliding with the nearby collider

  • If I am colliding with it, add that to my list of connections

Below is the sample code, and a screen shot of a simplified example. 2 objects with BoxColliders. My script isn't picking up on the collision. The Physics.OverlapBox() call finds the nearby collider, but for some reason Physics.ComputePenetration() doesn't think they are overlapping.

 void Update()
     {
         SimpleCollisionTest();
     }
 
  void SimpleCollisionTest()
     {
         Collider myCollider = gameObject.GetComponent<Collider>();
         // Get all of the nearby colliders
         // This finds the other cube
         Collider[] overlaps = Physics.OverlapBox(myCollider.bounds.center, myCollider.bounds.extents);
 
         // For each of those colliders nearby, see if I'm actually colliding with them
         foreach (Collider overlapCollider in overlaps)
         {
             bool isOverlapping = Physics.ComputePenetration(
                 myCollider, myCollider.transform.position, myCollider.transform.rotation,
                 overlapCollider, overlapCollider.transform.position, overlapCollider.transform.rotation,
                 out Vector3 direction, out float distance
             );
 
             // If we are overlapping something, and it isn't ourselves, simply log it
             if (isOverlapping && overlapCollider.gameObject != myCollider.gameObject)
             {
                 Debug.Log($"found overlap between {myCollider.gameObject.name} and {overlapCollider.gameObject.name}");
             }
         }
     }




alt text

collisionexample.png (136.9 kB)
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