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Question by Kenned · Nov 04, 2013 at 04:39 PM · collidertriggeroptimizationspherecastphysics.spherecast

Physics.SphereCast or a sphere trigger area?

Hey everyone :)

I'm currently working on the interaction in my game, however I have a small problem, since I thought it would be easier to just spherecast whenever I press the interaction button, however when I spherecast it seems to make the game lag quite a bit.

Now I'm wondering if it would be more optimal to have a sphere collider marked as trigger, then use the OnTriggerStay instead.

Which is the most optimal way? :3

Also, here is my code:

 void Interaction(){
         
         RaycastHit hit = new RaycastHit();
         Physics.SphereCast(transform.position,0.5f,transform.forward, out hit);
         
         interactionTimer = 0.0f;
         
         if(hit.collider != null){
         
             if(Vector3.Distance(hit.collider.gameObject.transform.position,transform.position) <= interactableDistance){
             
                 switch(hit.collider.gameObject.tag){
                 case "NPC":
                     hit.collider.gameObject.GetComponent<NPC>().Action();
                     print ("YEAH!");
                     break;
                 case "Chest":
                     hit.collider.gameObject.GetComponent<Chest>().Action();
                     break;
                 case "Interactable":
                     hit.collider.gameObject.GetComponent<Interactable>().Action();
                     break;
                 }
             }
             
         }
     }
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avatar image Huacanacha · Nov 04, 2013 at 04:49 PM 0
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If you can avoid using GetComponent that will help a little bit, but as a one off call in response to user input it shouldn't introduce any noticeable lag.

You can try using a LayerMask so that the collider check only looks at objects you can interact with, rather than against all of the colliders in your scene.

avatar image Kenned · Nov 04, 2013 at 04:52 PM 0
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Thanks Huacanacha :D I'd completely forgotten about layer masks <.<'

I changed the system to work with the sphere trigger again, which in any case works quite effective : P

avatar image Huacanacha · Nov 04, 2013 at 04:59 PM 0
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No problem ;)

Do you want to check the path of a sphere, or just the sphere itself? If it's just a sphere check use:

 Physics.CheckSphere(transform.position, 0.5f);

That should be a lot faster, and you can only check on demand.

Edit: Ahh except that doesn't give you the hit information, just a bool. OverlapSpehere() will return all colliders in the spheres radius.

avatar image Kenned · Nov 04, 2013 at 05:03 PM 0
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Thanks mate :D

I solved it with the sphere trigger though :3

However, it might be nice to have a system like that which works with coroutines later :P

I think I'll be looking into getting objects on the screen for now though :3 Who knows what'll happen anyway XD

avatar image Dracorat · Nov 04, 2013 at 05:10 PM 0
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As an aside, GetComponent is sometimes largely unavoidable, but if possible, do it once then save it in a local class-level variable and use it from there ever after.

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