Hi there!
I know it's been asked in the forums at least twice, [here][1] and [here][2], but I'm feeling that this *issue* hasn't really been solved in a plain way... care to help? :)
The thing that's driving me nuts is Unity that seems to need 1 extra frame before returning the values I'm looking for.
Why, or even better, **How** Physics.CheckSphere() returns a value the very moment it gets executed, and an instantiated trigger BoxCollider **does not**?
What's going on under the hood and how would I use a FixedUpdate() to make it work?
Above all, what do you think would get the job done *better* between the many alternatives?
Because obviously, [using Physics.CheckCapsule() with added Raycasts to emulate the corners of a box][3] is an interesting idea but it's not very precise as it would be to .CheckBox() in the first place, which is something Unity can't do...
![alt text][4]
If you think this is something worthy of being implemented, [here][5]'s an old feedback you can vote.
[1]: http://forum.unity3d.com/threads/physics-checkbox.16743/
[2]: http://forum.unity3d.com/threads/no-physics-checkbox-what-do-you-do-instead.259844/
[3]: http://forum.unity3d.com/threads/no-physics-checkbox-what-do-you-do-instead.259844/#post-1720047
[4]: /storage/temp/39380-checkcapsuleraycast.jpg
[5]: http://feedback.unity3d.com/suggestions/add-physicsboxcast-physics
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